1, 3-11 inclusive are:
Reviewed-by: Chris Forbes
On Mon, May 23, 2016 at 12:52 PM, Dave Airlie wrote:
> Since I wrote ARB_shader_subroutine as mostly a hack to enable GL4.0,
> I felt a bit guilty and looked at CTS issues with it.
>
> There are a bunch of CTS tests that do explicit location/ind
Since I wrote ARB_shader_subroutine as mostly a hack to enable GL4.0,
I felt a bit guilty and looked at CTS issues with it.
There are a bunch of CTS tests that do explicit location/index with
subroutines that were broken, along with a fair few of the subroutine
tests.
This is my first pass set of
So I revisited ARB_shader_subroutine again today, and noticed
it was lacking wrt ARB_explicit_uniform_location thanks to some
piglits from Igalia/Intel.
So I've added support for that, cleaned up some things,
like calculating the compatible shaders for a uniform at link
time, stopped the dead code
I've rebased this series, it's in my arb_shader_subroutine branch.
I've also implemented Ken's idea for a subroutine->int conversion
and put the changes into each patch that it affects.
Otherwise not much different from when I last posted.
Dave.
___
me
>>
>> I've merged a bunch of Chris's parser changes into mine,
>> mainly because the parser needs a bunch of changes to handle
>> the fact that .name() no longer parses the same, and after
>> reading the GLSL spec and glslang, and failing every other
>> way I tried, I produced what looks to be the
On Monday, June 01, 2015 11:34:44 AM Dave Airlie wrote:
> Hey all,
>
> I've posted this before, but this is a bit more cleaned up
> and consolidated.
>
> I've merged a bunch of Chris's parser changes into mine,
> mainly because the parser needs a bunch of changes to handle
> the fact that .name()
Hey all,
I've posted this before, but this is a bit more cleaned up
and consolidated.
I've merged a bunch of Chris's parser changes into mine,
mainly because the parser needs a bunch of changes to handle
the fact that .name() no longer parses the same, and after
reading the GLSL spec and glslang,
Hey,
This is my first submission of ARB_shader_subroutine, it's
been through a few internal revisions in my brain, and its based
on some parser work from Chris, but I may merge that stuff into
mine as I change his stuff heavily.
I implemented this by extending ir_call in the end and adding a lowe
I just wanted to get some ideas for implementing ARB_shader_subroutine
out of my brain and into the public... just in case anyone wants to work
on it. It's not a newbie project by any stretch of the imagination.
My basic idea for a quick-and-dirty implementation had 5 steps. All of
this happens