Hi, This moves all private shader resources to the RW buffer bindings, including all driver constant buffers, and the poly stipple image (which is converted into a constant buffer).
RW buffer descriptors are made global, not per shader stage, so all shaders receive the same pointer. Finally, all shader resource binding masks are shortened to 32 bits. Please review. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev