The following are standalone patches I would like to commit asap.

[PATCH 05/27] glsl: remove dead code in a single pass
[PATCH 10/27] i965: fix atomic buffer index for bindings other than 0
[PATCH 13/27] glsl: fix whitespace


Changes in v6
- fix image support after chages to master
- fix vector output AoA on i965
- rebase series on SSBO changes
- add interface AoA support (this make us more spec compliant than the AMD & 
Nvidia binaries )
- some previous reviewed patches have been pushed

Changes in v5:
- Indirect indexing of samplers now supported
- Various updates based on feedback from Ian
- Some previous standalone patches pushed

Changes in v4:
- Desktop support
- Image support
- Much faster constant optimisation pass

Changes in v3:
- Rebased on the tessellation and subroutine changes
- Atomic counter AoA now working including indirect indexing (previously I had 
broken piglit tests that were always passing as long as the shader compiled)
- Included fix for atomic counters with binding other than 0
- Split the program interface query chages for easier review

Changes in v2:
- Reworked how uniform AoA are handled which simplified things greatly.
- Transform feedback and program interface query now working with AoA.
- Speed up glsl optimisation pass via improvement to dead code elimination.
- Some smaller reviewed patches pushed.


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