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

Reply via email to