Hi; Here's a solution to a problem with lower_packed_varyings pass. I wanted to ask if this seems OK approach for everyone or should I try to think of some alternative way of solving this, not sure how though. If this is OK, I will do some cleanups and send these again.
Problem is that shader might have for example following varyings: out float r,g,b lower_packed_varyings will optimize this as a single variable: vec3 packed:b,g,r Now later on application might start asking about variables r, g and b and their properties. These changes make 'shadow copies' of r, g and b so that we can return correct answers easily without having to figure out information from packed:b,g,r, not sure if that's even possible. Any ideas appreciated, thanks; Tapani Pälli (2): mesa: add packed_varyings list to gl_shader glsl: add shadow variables to program resource list src/glsl/linker.cpp | 55 +++++++++++++++++++++++++++++++++++--- src/glsl/lower_packed_varyings.cpp | 16 ++++++++--- src/mesa/main/mtypes.h | 1 + 3 files changed, 64 insertions(+), 8 deletions(-) -- 2.4.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev