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author | Timothy Arceri <[email protected]> | 2016-03-24 12:11:01 +1100 |
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committer | Timothy Arceri <[email protected]> | 2016-03-26 09:26:30 +1100 |
commit | 8683d54d2be82519c31e087e17dd936d13fa9d07 (patch) | |
tree | 434fd99512a25b6cd37ad616870619e646e10291 /SConstruct | |
parent | a8e5edaadfd5df6a473566ff55978aca27a37679 (diff) |
glsl: reduce buffer block duplication
This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.
This changes the per stage blocks to instead point to a single
version of the block information in the program list.
Acked-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'SConstruct')
0 files changed, 0 insertions, 0 deletions