[Mesa-dev] [PATCH 0/3] Rework mapping of built-in uniforms to Mesa state slots
Eric Anholt
eric at anholt.net
Fri Mar 25 13:18:40 PDT 2011
On Fri, 25 Mar 2011 11:40:47 -0700, "Ian Romanick" <idr at freedesktop.org> wrote:
> Previous to this patch series the mapping of GLSL built-in uniforms to Mesa
> state vectors happend in the back-end. This posed a major problem for the
> planned conversion of the ARB_vertex_program assembler to GLSL IR. In
> assembly shaders, developers can create the moral equivalent of uniform arrays
> that pull individual vector values from arbitrary pieces of state. This makes
> it impossible to do name-to-slot matching in the back-end.
I like this. Among other things, this should make it possible to split
the use of the builtin structure uniforms so that when someone loads,
say, gl_Point.size, they don't pull in the STATE_POINT_ATTENUATION state
and state flag as well.
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: application/pgp-signature
Size: 197 bytes
Desc: not available
URL: <http://lists.freedesktop.org/archives/mesa-dev/attachments/20110325/1819ac20/attachment.pgp>
More information about the mesa-dev
mailing list