On 08/28/2014 01:50 AM, Micael wrote:
I am getting another error regarding explicit locations, which I
believe has a one-line fix. If I only have a single uniform in my
shader, and that uniform is explicitely given location 1 (or anything
above zero), my program will crash if I attempt to give
I am getting another error regarding explicit locations, which I believe
has a one-line fix. If I only have a single uniform in my shader, and that
uniform is explicitely given location 1 (or anything above zero), my
program will crash if I attempt to give the unnassigned locs a value with
On 08/23/2014 07:51 AM, Micael wrote:
On second thought, the glsl_type::uniform_locations() method comment in
the header file says:
/**
* Calculate the number of unique values from glGetUniformLocation for the
* elements of the type.
*/
Which makes me believe that maybe we should
On Fri, Aug 22, 2014 at 9:23 PM, Ian Romanick i...@freedesktop.org wrote:
I'm not sure this is correct, and I think we need a more complex fix.
As Dave points out, bindless will make it even more complex.
In a non-bindless, static-sampler-array-indexing world, applications
assume that
On second thought, the glsl_type::uniform_locations() method comment in the
header file says:
/**
* Calculate the number of unique values from glGetUniformLocation for the
* elements of the type.
*/
Which makes me believe that maybe we should return at least 1 for every
case because this is
On 08/22/2014 08:31 AM, Tapani Pälli wrote:
On 08/22/2014 02:25 AM, Micael Dias wrote:
---
If samplers occupy zero locations we can run into a lot of issues. See
#82921.
I briefly tested this with my own code (which was previously crashing and
misbehaving) and also ran other apps and
In the future for ARB_bindless_texture we might want this to be 2, I'm
not sure if we should just do that now.
Dave.
On 22 August 2014 09:25, Micael Dias kam1k...@gmail.com wrote:
---
If samplers occupy zero locations we can run into a lot of issues. See #82921.
I briefly tested this with my
Is this because of the 64 bit handles? If so, I think I agree with you.
According to the ARB_bindless_texture spec changes:
When used as shader inputs, outputs, uniform block members, or
temporaries, the value of the sampler is a 64-bit unsigned integer handle
and never refers to a texture image
I'm not sure this is correct, and I think we need a more complex fix.
As Dave points out, bindless will make it even more complex.
In a non-bindless, static-sampler-array-indexing world, applications
assume that samplers will use zero uniform locations. The sampler
information is baked into the
---
If samplers occupy zero locations we can run into a lot of issues. See #82921.
I briefly tested this with my own code (which was previously crashing and
misbehaving) and also ran other apps and everything seems to work fine.
I'm not used to contributing code in this fashion, so please forgive
On 08/22/2014 02:25 AM, Micael Dias wrote:
---
If samplers occupy zero locations we can run into a lot of issues. See #82921.
I briefly tested this with my own code (which was previously crashing and
misbehaving) and also ran other apps and everything seems to work fine.
I'm not used to
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