Re: [Mesa-dev] [PATCH 02/12] sso: Add pipeline container/state

2013-05-28 Thread gregory hainaut
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

Re: [Mesa-dev] [PATCH 02/12] sso: Add pipeline container/state

2013-05-28 Thread Ian Romanick
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

[Mesa-dev] [PATCH 02/12] sso: Add pipeline container/state

2013-05-03 Thread Gregory Hainaut
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

[Mesa-dev] [PATCH 02/12] sso: Add pipeline container/state

2013-04-12 Thread gregory
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

Re: [Mesa-dev] [PATCH 02/12] sso: Add pipeline container/state

2013-04-06 Thread Brian Paul
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

[Mesa-dev] [PATCH 02/12] sso: Add pipeline container/state

2013-04-05 Thread gregory
* 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