[Mesa-dev] [PATCH V4 2/6] glsl: assign hidden uniforms their slot id earlier
Marek Olšák
maraeo at gmail.com
Sat Oct 10 09:06:18 PDT 2015
Hi Timothy,
One of these 3 commits breaks compilation for Talos shaders with
gallium. My piglit patch "glsl-1.30/sampler-bug: ..." contains a
minimal test case. I can't say which commit, because Mesa fails to
build between them. It has something to do with uniforms, structures,
and samplers.
commit dcd9cd03837545055ce2a315e7e8840cc3254d1a
Author: Timothy Arceri <t_arceri at yahoo.com.au>
Date: Sun Aug 30 12:50:34 2015 +1000
glsl: store uniform slot id in var location field
...
commit 9788700caf61ff8beee5fd836f5efd98a931a976
Author: Timothy Arceri <t_arceri at yahoo.com.au>
Date: Wed Sep 2 11:29:11 2015 +1000
glsl: assign hidden uniforms their slot id earlier
...
commit 874a0217fd8bba83b0bc2448f5156fdb82f77d7c
Author: Timothy Arceri <t_arceri at yahoo.com.au>
Date: Sun Aug 30 12:49:46 2015 +1000
glsl: order indices for samplers inside a struct array
...
Any idea?
Thanks,
Marek
On Tue, Sep 15, 2015 at 9:51 AM, Timothy Arceri <t_arceri at yahoo.com.au> wrote:
> This is required so that the next patch can safely assign the slot id
> to the var.
>
> The ids are now assigned in the order we want before allocating storage
> so there is no need to sort the storage array and move things around.
>
> V2: rename variable to make code easier to follow as suggested by Jason
>
> Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>
> ---
> src/glsl/link_uniforms.cpp | 90 +++++++++++++++++++++-------------------------
> 1 file changed, 41 insertions(+), 49 deletions(-)
>
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