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author | Dave Airlie <[email protected]> | 2016-02-04 16:48:18 +1000 |
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committer | Dave Airlie <[email protected]> | 2016-02-09 10:52:08 +1000 |
commit | bb8bbe34e3d355c457578060c5926dfc23abecfd (patch) | |
tree | 82886029662dee978c666b752c84ef6a1b4c6ea0 /src/glx/indirect_texture_compression.c | |
parent | 52801766a00ba3b2a93e14d1ac80afd8980d15d8 (diff) |
st/mesa: handle indirect samplers in arrays/structs properly (v4.1)
The state tracker never handled this properly, and it finally
annoyed me for the second time so I decided to fix it properly.
This is inspired by the NIR sampler lowering code and I only realised
NIR seems to do its deref ordering different to GLSL at the last
minute, once I got that things got much easier.
it fixes a bunch of tests in
tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/
v2: fix AoA tests when forced on.
I was right I didn't need all that code, fixing the AoA code
meant cleaning up a chunk of code I didn't like in the array
handling.
v3: start generalising the code a bit more for atomics.
v3.1: use UniformRemapTable
v4: handle uniforms differently using the param_index,
and go back to UniformStorage
fix issues identified by Timothy with deref handling.
v4.1: squash const fix and move handling 1D const out
of recursive function.
Reviewed-by: Timothy Arceri <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/glx/indirect_texture_compression.c')
0 files changed, 0 insertions, 0 deletions