| Commit message (Collapse) | Author | Age | Files | Lines |
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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This should prevent us from rebuilding the world.
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The linker deals with atomic counters in terms of uniforms but the
data structure are called after the atomic counters.
Renamed the data structures used in the linker for disambiguation.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Currently the linker uses the uniform count for the total number of
atomic counters. However uniforms don't include the innermost array
dimension in their count, but atomic counters are expected to include
them.
Although the spec doesn't directly state this, it's clear how offsets
will be assigned for arrays.
From OpenGL 4.2 (Core Profile), page 98:
" * Arrays of type atomic_uint are stored in memory by element
order, with array element member zero at the lowest offset. The
difference in offsets between each pair of elements in the
array in basic machine units is referred to as the array
stride, and is constant across the entire array. The stride can
be queried by calling GetIntegerv with a pname of
ATOMIC_COUNTER_- ARRAY_STRIDE after a program is linked."
From that it is clear how arrays of atomic counters will interact with
GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE.
For other kinds of uniforms it's also clear that each entry in an
array counts against the relevant limits.
Hence, although inferred, this is the expected behavior.
Fixes GL44-CTS.arrays_of_arrays_gl.AtomicDeclaration
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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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 two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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