On Tue, 28 May 2013 12:30:56 -0700
Ian Romanick wrote:
> On 05/03/2013 10:44 AM, Gregory Hainaut wrote:
> > V1:
> > * Extend gl_shader_state as pipeline object state
> > * Add a new container gl_pipeline_shader_state that contains
> >binding point of the previous object
> > * Update mesa init
On 05/03/2013 10:44 AM, Gregory Hainaut wrote:
V1:
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of the previous object
* Update mesa init/free shader state due to the extension of
the attibute
* Add an init/free
V1:
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of the previous object
* Update mesa init/free shader state due to the extension of
the attibute
* Add an init/free pipeline function for the context
* Implement GenP
V2:
* Rename gl_shader_state to gl_pipeline_object
* Rename Pipeline.PipelineObj to Pipeline.Current
* Rename ValidationStatus to Validated
* Formatting improvement
V1:
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of
A bunch of other nits below...
On 04/05/2013 03:26 PM, gregory wrote:
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of the previous object
* Update mesa init/free shader state due to the extension of
the attibu
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of the previous object
* Update mesa init/free shader state due to the extension of
the attibute
* Add an init/free pipeline function for the context
* Implement GenProgr