On 2015-11-12 15:38:52, Kenneth Graunke wrote:
> This was getting pretty out of hand, and with compute partially in place
> and tessellation on the way, it was only going to get worse.
>
> This patch makes a "stage exists?" predicate and a "number of stages"
> count and uses them to clean up a lot
On Friday, November 13, 2015 10:10:28 AM Pohjolainen, Topi wrote:
> On Thu, Nov 12, 2015 at 03:38:52PM -0800, Kenneth Graunke wrote:
> > This was getting pretty out of hand, and with compute partially in place
> > and tessellation on the way, it was only going to get worse.
> >
> > This patch make
On Thu, Nov 12, 2015 at 03:38:52PM -0800, Kenneth Graunke wrote:
> This was getting pretty out of hand, and with compute partially in place
> and tessellation on the way, it was only going to get worse.
>
> This patch makes a "stage exists?" predicate and a "number of stages"
> count and uses them
On Thursday, November 12, 2015 03:38:52 PM Kenneth Graunke wrote:
[snip]
> - ctx->Const.MaxDualSourceDrawBuffers = 1;
> - ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
> - ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
> max_samplers;
> - ctx->Const.MaxTextureCoordUnit
This was getting pretty out of hand, and with compute partially in place
and tessellation on the way, it was only going to get worse.
This patch makes a "stage exists?" predicate and a "number of stages"
count and uses them to clean up a lot of calculations. We can just
loop over shader stages an