[Mesa-dev] V3 ARB_arrays_of_arrays GLSL ES

Timothy Arceri t_arceri at yahoo.com.au
Wed Aug 5 05:57:34 PDT 2015

Hi all,

Just thought I'd bump this with a little more info.

- I've tested this with the new i965 vec4 nir backend without regressions.
- I've got subroutine and varying AoA working I just need to do some
tessellation shader tests and then desktop support will be ready**. I'll send
a follow-up patchset for this no changes are needed to the current series. 

For anyone interested these as the remaining unreviewed patches:
7, 8, 9, 10, 13, 14 (tested not reviewed), 15, 17, 18, 19

**interface support will still be missing but niether Nvidia or AMD ship it
either, I have some work in progress patches for this.

On Wed, 2015-07-29 at 23:56 +1000, Timothy Arceri wrote:
> If useful the series is in the 'gles8' branch of the repo here:
> https://github.com/tarceri/Mesa_arrays_of_arrays.git
> Changes in v3:
> - Rebased on the tessellation and subroutine changes
> - Atomic counter AoA now working including indirect indexing (previously I 
> had broken piglit tests that were always passing as long as the shader 
> compiled)
> - Included fix for atomic counters with binding other than 0
> - Split the program interface query chages for easier review
> Changes in v2:
> - Reworked how uniform AoA are handled which simplified things greatly.
> - Transform feedback and program interface query now working with AoA.
> - Speed up glsl optimisation pass via improvement to dead code elimination.
> - Some smaller reviewed patches pushed.
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