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authorDave Airlie <[email protected]>2016-02-04 16:48:18 +1000
committerDave Airlie <[email protected]>2016-02-09 10:52:08 +1000
commitbb8bbe34e3d355c457578060c5926dfc23abecfd (patch)
tree82886029662dee978c666b752c84ef6a1b4c6ea0 /src/glx/indirect_texture_compression.c
parent52801766a00ba3b2a93e14d1ac80afd8980d15d8 (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]>
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