On 09/07/15 22:05, Marek Olšák wrote:
I'd like to discuss one more thing that will affect whether image
slots will be global (shared by all shaders) or not.
Which image unit an image uniform uses is not a compile-time thing,
but it's specified later using glUniform1i. That means we need a
per-sh
On Thu, Jul 9, 2015 at 5:30 PM, Ilia Mirkin wrote:
> On Thu, Jul 9, 2015 at 5:05 PM, Marek Olšák wrote:
>> I'd like to discuss one more thing that will affect whether image
>> slots will be global (shared by all shaders) or not.
>>
>> Which image unit an image uniform uses is not a compile-time t
On Thu, Jul 9, 2015 at 5:05 PM, Marek Olšák wrote:
> I'd like to discuss one more thing that will affect whether image
> slots will be global (shared by all shaders) or not.
>
> Which image unit an image uniform uses is not a compile-time thing,
> but it's specified later using glUniform1i. That m
I'd like to discuss one more thing that will affect whether image
slots will be global (shared by all shaders) or not.
Which image unit an image uniform uses is not a compile-time thing,
but it's specified later using glUniform1i. That means we need a
per-shader table that maps image uniforms to g
Am 07.07.2015 um 22:35 schrieb Jose Fonseca:
> On 07/07/15 21:28, Ilia Mirkin wrote:
>> On Tue, Jul 7, 2015 at 4:24 PM, Jose Fonseca wrote:
>>> I'm not experienced with the semantics around resources that can be
>>> read/written by shaders, so I can't really make educated comments.
>>>
>>> But ove
On Tue, Jul 7, 2015 at 4:35 PM, Jose Fonseca wrote:
> On 07/07/15 21:28, Ilia Mirkin wrote:
>>
>> On Tue, Jul 7, 2015 at 4:24 PM, Jose Fonseca wrote:
>>>
>>> I'm not experienced with the semantics around resources that can be
>>> read/written by shaders, so I can't really make educated comments.
On 07/07/15 21:28, Ilia Mirkin wrote:
On Tue, Jul 7, 2015 at 4:24 PM, Jose Fonseca wrote:
I'm not experienced with the semantics around resources that can be
read/written by shaders, so I can't really make educated comments.
But overall this looks good to me FWIW.
On 05/07/15 14:25, Marek Olš
On Tue, Jul 7, 2015 at 4:24 PM, Jose Fonseca wrote:
> I'm not experienced with the semantics around resources that can be
> read/written by shaders, so I can't really make educated comments.
>
> But overall this looks good to me FWIW.
>
> On 05/07/15 14:25, Marek Olšák wrote:
>>
>> From: Marek Olš
I'm not experienced with the semantics around resources that can be
read/written by shaders, so I can't really make educated comments.
But overall this looks good to me FWIW.
On 05/07/15 14:25, Marek Olšák wrote:
From: Marek Olšák
Other approaches are being considered:
1) Don't use resource
On Sun, Jul 5, 2015 at 3:47 PM, Ilia Mirkin wrote:
> On Sun, Jul 5, 2015 at 9:25 AM, Marek Olšák wrote:
>> From: Marek Olšák
>>
>> Other approaches are being considered:
>>
>> 1) Don't use resource wrappers (views) and pass all view parameters
>>(format, layer range, level) to set_shader_ima
Am 05.07.2015 um 15:47 schrieb Ilia Mirkin:
> On Sun, Jul 5, 2015 at 9:25 AM, Marek Olšák wrote:
>> From: Marek Olšák
>>
>> Other approaches are being considered:
>>
>> 1) Don't use resource wrappers (views) and pass all view parameters
>>(format, layer range, level) to set_shader_images just
On Sun, Jul 5, 2015 at 9:25 AM, Marek Olšák wrote:
> From: Marek Olšák
>
> Other approaches are being considered:
>
> 1) Don't use resource wrappers (views) and pass all view parameters
>(format, layer range, level) to set_shader_images just like
>set_vertex_buffers, set_constant_buffer,
From: Marek Olšák
Other approaches are being considered:
1) Don't use resource wrappers (views) and pass all view parameters
(format, layer range, level) to set_shader_images just like
set_vertex_buffers, set_constant_buffer, or even glBindImageTexture do.
2) Use pipe_sampler_view instead
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