On Tuesday, July 19, 2016 4:33:13 PM PDT Timothy Arceri wrote: > We will use this for output varyings. To make component > packing simpler we will just treat all varyings as vec4s. > --- > src/mesa/drivers/dri/i965/brw_fs.cpp | 13 +++++++++++++ > src/mesa/drivers/dri/i965/brw_shader.h | 1 + > 2 files changed, 14 insertions(+) > > diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp > b/src/mesa/drivers/dri/i965/brw_fs.cpp > index 120d6dd..547a0c2 100644 > --- a/src/mesa/drivers/dri/i965/brw_fs.cpp > +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp > @@ -506,6 +506,19 @@ type_size_scalar(const struct glsl_type *type) > return 0; > } > > +/** > + * Returns the number of scalar components needed to store type, assuming > + * that vectors are padded out to vec4. > + * > + * This has the packing rules of type_size_vec4(), but counts components > + * similar to type_size_scalar(). > + */ > +extern "C" int > +type_size_vec4_times_4(const struct glsl_type *type) > +{ > + return 4 * type_size_vec4(type);
Should be three spaces here.
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