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
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
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
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
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