Commit message (Collapse) | Author | Age | Files | Lines | |
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* | mesa/sso: Add pipeline container/state | Gregory Hainaut | 2014-02-21 | 1 | -0/+25 |
| | | | | | | | | | | | | | | | | | | | | | | | | | V1: * Extend gl_shader_state as pipeline object state * Add a new container gl_pipeline_shader_state that contains binding point of the previous object * Update mesa init/free shader state due to the extension of the attibute * Add an init/free pipeline function for the context V2: * Rename gl_shader_state to gl_pipeline_object * Rename Pipeline.PipelineObj to Pipeline.Current * Formatting improvement V3 (idr): * Split out from previous uber patch. * Remove '#if 0' debug printfs. V4 (idr): * Fix some errors in comments. Suggested by Jordan. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]> | ||||
* | mesa/sso: Add extension entry points for GL_ARB_separate_shader_objects | Gregory Hainaut | 2014-02-21 | 1 | -0/+70 |
Nothings implemented yet but glProgramUniform* which are mostly a copy/paste of the older function glUniform* I create dedicated pipelineobj.[ch] file that will contains function related to the "new" pipeline container object. V2: formatting improvement V3: * indentation fix * Update copyright * Add a comment on ProgramParameteri already present in another extension * Remove TODO, will be readded on correct patch V4 (idr): * Fix dispatch_sanity unit test * Make extension string available in core profiles (instead of just compatibility). * Trivial reformating Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]> |