On Wednesday, March 16, 2016 5:36:25 PM PDT Pohjolainen, Topi wrote:
> On Wed, Mar 16, 2016 at 12:13:02AM -0700, Kenneth Graunke wrote:
[snip]
> > @@ -265,22 +270,21 @@ setup_coord_coeff(GLuint prog, GLuint multiplier,
GLuint offset,
> > * destination rectangle is adjusted for possible msaa and
On Wed, Mar 16, 2016 at 12:13:02AM -0700, Kenneth Graunke wrote:
> Previously, we gave our internal clear/blit shaders actual GL handles
> and stored them in the shader/program hash table. We used ordinary
> GL API entrypoints to work with them.
>
> We thought this shouldn't be a problem because
Previously, we gave our internal clear/blit shaders actual GL handles
and stored them in the shader/program hash table. We used ordinary
GL API entrypoints to work with them.
We thought this shouldn't be a problem because GL doesn't allow
applications to invent their own names for shaders or prog