On March 28, 2018 15:25:59 Timothy Arceri wrote:
On 29/03/18 08:23, Timothy Arceri wrote:
On 29/03/18 05:34, Jason Ekstrand wrote:
On March 27, 2018 21:16:25 Timothy Arceri wrote:
So I've been thinking about structs and I'm pretty sure we should
On 29/03/18 08:23, Timothy Arceri wrote:
On 29/03/18 05:34, Jason Ekstrand wrote:
On March 27, 2018 21:16:25 Timothy Arceri wrote:
So I've been thinking about structs and I'm pretty sure we should be
able to write some passes to completely lower them away.
vertex
On 29/03/18 05:34, Jason Ekstrand wrote:
On March 27, 2018 21:16:25 Timothy Arceri wrote:
So I've been thinking about structs and I'm pretty sure we should be
able to write some passes to completely lower them away.
vertex shader inputs, buffer block and shader
On March 27, 2018 21:16:25 Timothy Arceri wrote:
So I've been thinking about structs and I'm pretty sure we should be
able to write some passes to completely lower them away.
vertex shader inputs, buffer block and shader interface blocks cannot
contain structs so it
So I've been thinking about structs and I'm pretty sure we should be
able to write some passes to completely lower them away.
vertex shader inputs, buffer block and shader interface blocks cannot
contain structs so it seems to me the only blocker is the way we assign
uniform and varying
This adds a concept of "members" to a variable with an interface type.
It allows you to specify the full variable data for each member of the
interface instead of once for the variable. We also add a lowering pass
to lower those variables to a sequence of variables and rewrite all the
derefs