[Mesa-dev] [PATCH 05/20] glsl: Add new structures for tracking uniforms in linked shaders

Eric Anholt eric at anholt.net
Fri Oct 28 14:28:56 PDT 2011


On Fri, 28 Oct 2011 10:42:32 -0700, "Ian Romanick" <idr at freedesktop.org> wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
> 
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
>  src/glsl/ir_uniform.h |  128 +++++++++++++++++++++++++++++++++++++++++++++++++
>  1 files changed, 128 insertions(+), 0 deletions(-)
>  create mode 100644 src/glsl/ir_uniform.h
> 
> diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h
> new file mode 100644
> index 0000000..ba442f8
> --- /dev/null
> +++ b/src/glsl/ir_uniform.h

> +   /**
> +    * Set each time the value of the uniform is change.
> +    *
> +    * Drivers that do not used the \c ::driver_storage interface should clear
> +    * this bit when the value of the uniform is updated on the hardware.
> +    */
> +   unsigned dirty:1;

Having reached near the end of the patch series, I don't see any user of
the dirty bit, nor any reasonable way for someone to actually use the
dirty bit.  Are you imagining some implementation where somebody's
DMAing in the dirty uniform components into an existing hardware uniform
buffer?  Wouldn't that be a property of driver storage, not this
structure?
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