[Mesa-dev] Split gl_shader in two and clean-ups
Timothy Arceri
timothy.arceri at collabora.com
Wed Jun 29 13:12:56 UTC 2016
On Wed, 2016-06-29 at 14:42 +0200, Iago Toral wrote:
> On Wed, 2016-06-29 at 14:40 +0200, Iago Toral wrote:
> > On Tue, 2016-06-28 at 16:30 +0200, Iago Toral wrote:
> > > On Tue, 2016-06-28 at 11:52 +1000, Timothy Arceri wrote:
> > > > There are two distinctly different uses of this struct. The
> > > > first
> > > > is to store GL shader objects. The second is to store
> > > > information
> > > > about a shader stage thats been linked.
> > > >
> > > > The only place the new structs overlap is the shader layout
> > > > fields and
> > > > I intend to split that out into a third struct once this series
> > > > lands.
> > > >
> > > > Having two well defined structs helps code readability and
> > > > allows the removal
> > > > of some unreachable code paths that were the result of
> > > > confusion between
> > > > the two uses.
> > >
> > > I think it is a good idea, thanks!
> > >
> > > I dropped a comment in patch 4, with that fixed patches 1-4 are:
> > > Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
> > >
> > > I'll try to review the last 3 patches tomorrow.
> >
> > Patches 5-6 are:
>
> I meant 6-7 here...
>
> > Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
> >
> > Patch 4 is huge so it is kind difficult to review it in detail, it
> > looks
>
> ... and patch 5 here, sorry for the mess.
>
> > good to me in general but I dropped comments for few things that
> > caught
> > my eye.
With those comments addressed do I have a r-b for 5 too? I'd settle for
an acked-by :)
> >
> > BTW, I think you should test the series against CTS too if you
> > haven't
> > already and maybe we should test this on something other than Intel
> > too
> > to be sure.
No regressions using Intels Jenkins setup :) I guess I could try it on
the r600 driver if I can manage to setup a dev environment on my old
desktop. Unless there is someone out there kind enough to give the
series a run for me?
> >
> > Iago
>
>
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