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path: root/src/compiler/glsl/standalone_scaffolding.cpp
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* glsl: fully split apart buffer block arraysTimothy Arceri2016-04-061-4/+0
| | | | | | | | | | | | With this change we create the UBO and SSBO arrays separately from the beginning rather than putting them into a combined array and splitting it apart later. A bug is with UBO and SSBO stage reference querying is also fixed as we now use the block index to lookup the references in the separate arrays not the combined buffer block array. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: store stage reference in gl_uniform_blockTimothy Arceri2016-04-021-7/+0
| | | | | | | | | This allows us to simplify the code and drop InterfaceBlockStageIndex which is a per stage array of integers the size of all blocks in the program combined including duplicates across stages. Adding a stage ref per block will use less memory. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: reduce buffer block duplicationTimothy Arceri2016-03-261-5/+0
| | | | | | | | | | | | | 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]>
* glsl: move to compiler/Emil Velikov2016-01-261-0/+221
Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>