On 01/26/2016 02:22 PM, Ilia Mirkin wrote:
On Tue, Jan 26, 2016 at 5:28 AM, Marek Olšák wrote:
On Tue, Jan 26, 2016 at 6:17 AM, Alex Deucher wrote:
On Mon, Jan 25, 2016 at 6:35 PM, Nicolai Hähnle wrote:
On 24.01.2016 16:09, Samuel Pitoiset wrote:
Loosely based on tessellation shaders.
On Tue, Jan 26, 2016 at 5:28 AM, Marek Olšák wrote:
> On Tue, Jan 26, 2016 at 6:17 AM, Alex Deucher wrote:
>> On Mon, Jan 25, 2016 at 6:35 PM, Nicolai Hähnle wrote:
>>> On 24.01.2016 16:09, Samuel Pitoiset wrote:
Loosely based on tessellation shaders.
>>>
>>>
>>> Do we actually need th
On Tue, Jan 26, 2016 at 6:17 AM, Alex Deucher wrote:
> On Mon, Jan 25, 2016 at 6:35 PM, Nicolai Hähnle wrote:
>> On 24.01.2016 16:09, Samuel Pitoiset wrote:
>>>
>>> Loosely based on tessellation shaders.
>>
>>
>> Do we actually need this? The graphics pipeline and the compute pipeline are
>> sepa
On Mon, Jan 25, 2016 at 6:35 PM, Nicolai Hähnle wrote:
> On 24.01.2016 16:09, Samuel Pitoiset wrote:
>>
>> Loosely based on tessellation shaders.
>
>
> Do we actually need this? The graphics pipeline and the compute pipeline are
> separate; draw commands should be unaffected by the currently set c
On 24.01.2016 16:09, Samuel Pitoiset wrote:
Loosely based on tessellation shaders.
Do we actually need this? The graphics pipeline and the compute pipeline
are separate; draw commands should be unaffected by the currently set
compute shader. Or am I missing something?
Cheers,
Nicolai
Sig
Loosely based on tessellation shaders.
Signed-off-by: Samuel Pitoiset
---
src/gallium/auxiliary/hud/hud_context.c| 3 +++
src/gallium/auxiliary/postprocess/pp_run.c | 3 +++
src/gallium/auxiliary/util/u_blit.c| 3 +++
src/mesa/state_tracker/st_cb_bitmap.c | 3 +++
src/mesa/state