Hi Tim, I'm afraid I haven't reviewed the changes yet, been tackling easier patches for now.
Robert. On 7 October 2012 10:03, Tim Moore <[email protected]> wrote: > Hi Robert, > Have you had a chance to look at this uniform buffer object patch? I > can take another go at it if other changes to uniforms are making it > hard to reason about this patch and its effects. However, I think it > is a big improvement. > > Tim > > On Sat, Jul 14, 2012 at 10:03 AM, Tim Moore <[email protected]> wrote: >> Hi, >> This submission changes the treatment of uniforms, uniform blocks, and >> uniform buffer objects to provide a lot more flexibility. All the >> information about a uniform (offset, array stride, etc.) is now >> available to the user program. Blocks don't have to be assigned a >> binding point at shader program link time anymore, so code can >> postpone the decision about what binding points to use until it knows >> what blocks are actually used in the shader program. You are no longer >> restricted to std140 layout for uniform blocks, but you can still use >> it and interrogate OSG for the offsets if you don't want to deal with >> the std140 alignment rules. >> >> Since the uniform data isn't available until the shader program is >> linked, often in another thread, a mechanism is provided to test if >> the data is available and request that the program be linked if it >> isn't. This implies that the program doesn't have to be in a state set >> in the scene graph until its offsets have been determined. >> >> This is a fairly big patch IMHO, so in addition to the files I've >> provided a sequence of patches that implement the new functionality >> step by step. >> >> Tim > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
