On Fri, May 20, 2016 at 1:49 PM, Dave Airlie wrote:
> From: Dave Airlie
>
> For cull distance GLSL will let unsized unused arrays get
> into the backend, we should nuke those straight away, to
> save caring about them later.
>
> This fixes:
> arb_separate_shader_objects/linker/large-number-of-unu
On Fri, May 20, 2016 at 2:36 PM, Jason Ekstrand
wrote:
> On Fri, May 20, 2016 at 1:49 PM, Dave Airlie wrote:
>
>> From: Dave Airlie
>>
>> For cull distance GLSL will let unsized unused arrays get
>> into the backend, we should nuke those straight away, to
>> save caring about them later.
>>
>>
On Fri, May 20, 2016 at 1:49 PM, Dave Airlie wrote:
> From: Dave Airlie
>
> For cull distance GLSL will let unsized unused arrays get
> into the backend, we should nuke those straight away, to
> save caring about them later.
>
> This fixes:
> arb_separate_shader_objects/linker/large-number-of-un
From: Dave Airlie
For cull distance GLSL will let unsized unused arrays get
into the backend, we should nuke those straight away, to
save caring about them later.
This fixes:
arb_separate_shader_objects/linker/large-number-of-unused-varyings
as a side effect (even without culling changes).
Sign