Re: [Mesa-dev] [PATCH 01/30] glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.

2013-08-21 Thread Paul Berry
On 20 August 2013 13:27, Chris Forbes chr...@ijw.co.nz wrote: Ken, I think the big win from using pass-by-pointer is that you can see what's happening at the call site. References' value syntax and pointer semantics is a weird mix. But that might just be the C programmer talking, as you

[Mesa-dev] [PATCH 01/30] glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.

2013-08-20 Thread Paul Berry
This patch extracts the following logic from validate_vertex_shader_executable(): (a) Generate an error if the shader writes to both gl_ClipDistance and gl_ClipVertex. (b) Record whether the shader writes to gl_ClipDistance in gl_shader_program for use by the back-end. (c) Record the

Re: [Mesa-dev] [PATCH 01/30] glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.

2013-08-20 Thread Kenneth Graunke
On 08/20/2013 11:30 AM, Paul Berry wrote: This patch extracts the following logic from validate_vertex_shader_executable(): (a) Generate an error if the shader writes to both gl_ClipDistance and gl_ClipVertex. (b) Record whether the shader writes to gl_ClipDistance in

Re: [Mesa-dev] [PATCH 01/30] glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.

2013-08-20 Thread Chris Forbes
Ken, I think the big win from using pass-by-pointer is that you can see what's happening at the call site. References' value syntax and pointer semantics is a weird mix. But that might just be the C programmer talking, as you suggested. -- Chris ___