On Thu, 1 Dec 2011 16:35:30 +0100, Vincent Lejeune wrote:
> Hi,
>
> Here are an updated set of patches adding UBO support to Mesa.
> It still work in progress, however I got some demo working on gallium
> (namely blinking-teapot submitted to mesa-demos via another patch).
> However not every ga
On 12/01/2011 08:35 AM, Vincent Lejeune wrote:
Hi,
Here are an updated set of patches adding UBO support to Mesa.
It still work in progress, however I got some demo working on gallium
(namely blinking-teapot submitted to mesa-demos via another patch).
However not every gallium works, nouveau and
Hi,
Here are an updated set of patches adding UBO support to Mesa.
It still work in progress, however I got some demo working on gallium
(namely blinking-teapot submitted to mesa-demos via another patch).
However not every gallium works, nouveau and softpipe does but llvmpipe crashes
(seems not t
On 10/16/2011 04:37 PM, vlj wrote:
Hi,
I updated coding style thank to Bryan Paul comments.
Besides there are additional work on the API implementation
(although it is still uncomplete) ; the parser should now handles
default UBO layout (even if currently layout is ignored, std140 is the
only la
Hi,
I updated coding style thank to Bryan Paul comments.
Besides there are additional work on the API implementation
(although it is still uncomplete) ; the parser should now handles
default UBO layout (even if currently layout is ignored, std140 is the
only layout implemented).
UBO information
On 09/23/2011 07:53 AM, vlj wrote:
This set of patches add partial support for Uniform Buffer Object (UBO) in mesa.
This is still Work In Progress so the last 3 patches are not complete yet, and
support from the driver is not done yet. The first 6 patches however can be
reviewed.
I did not imp
This set of patches add partial support for Uniform Buffer Object (UBO) in mesa.
This is still Work In Progress so the last 3 patches are not complete yet, and
support from the driver is not done yet. The first 6 patches however can be
reviewed.
I did not implement UBO "inside shader name" and a