Hi Ian,
Thanks for the explanation. I've just sent a patch for review with the
compile time check https://patchwork.freedesktop.org/patch/255542/
Regards,
Vadym
пт, 5 окт. 2018 г. в 16:55, Ian Romanick :
> On 10/03/2018 11:52 PM, Iago Toral wrote:
> > On Wed, 2018-10-03 at 16:24 +0300, Vadim Sh
On 10/03/2018 11:52 PM, Iago Toral wrote:
> On Wed, 2018-10-03 at 16:24 +0300, Vadim Shovkoplias wrote:
>> Hi Iago,
>>
>> I also think that compiler is the best place for the fix. But from my
>> understanding compiler fix will be limited to distinct shader objects
>> (not the shader stage).
>> In G
On 10/03/2018 01:39 AM, Vadym Shovkoplias wrote:
> From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification
>
> "A program will fail to compile or link if any shader
> or stage contains two or more functions with the same
> name if the name is associated with a subroutine type
Jenkins is good, I have pushed the patch with a small style fix and a
v2 tag in the commit log.
Iago
On Thu, 2018-10-04 at 10:15 +0300, Vadim Shovkoplias wrote:
> Thanks, I'll appreciate if you will push the patch once test will be
> finished.
> чт, 4 окт. 2018 г. в 9:52, Iago Toral :
> > On Wed, 2
Sure, my fault.
чт, 4 окт. 2018 г. в 10:27, Tapani Pälli :
> Reviewed-by: Tapani Pälli
>
> In the future, please remember update patch version when making changes
> and posting patch again, easiest way is to give '-v2' to
> git-format-patch and then update commit message with information what
>
Reviewed-by: Tapani Pälli
In the future, please remember update patch version when making changes
and posting patch again, easiest way is to give '-v2' to
git-format-patch and then update commit message with information what
was changed. This will help the review process. Otherwise it may not
Thanks, I'll appreciate if you will push the patch once test will be
finished.
чт, 4 окт. 2018 г. в 9:52, Iago Toral :
> On Wed, 2018-10-03 at 16:24 +0300, Vadim Shovkoplias wrote:
>
> Hi Iago,
>
> I also think that compiler is the best place for the fix. But from my
> understanding compiler fix
On Wed, 2018-10-03 at 16:24 +0300, Vadim Shovkoplias wrote:
> Hi Iago,
> I also think that compiler is the best place for the fix. But from my
> understanding compiler fix will be limited to distinct shader objects
> (not the shader stage).
> In GLSL spec mentioned: "A program will fail to compile
Hi Iago,
I also think that compiler is the best place for the fix. But from my
understanding compiler fix will be limited to distinct shader objects (not
the shader stage).
In GLSL spec mentioned: "A program will fail to compile or link if any *shader
or stage* contains two or more functions with
Hi Vadym,
I think this looks correct, but I was wondering if you considered
implementing this check in ir_reader::read_function_sig (ir_reader.cpp)
instead, which runs at compile time. My rationale is that given the
option, I think it is preferable to push work to compile time rather
than link tim
From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification
"A program will fail to compile or link if any shader
or stage contains two or more functions with the same
name if the name is associated with a subroutine type."
Fixes:
* no-overloads.vert
Bugzilla: https://bugs.
On 10/2/18 7:38 PM, Vadym Shovkoplias wrote:
Hi Tapani,
Thanks for the review!
Completely agree with the first comment, I'll change that and resend the
patch.
Regarding second comment. I'm not sure if it is possible to do this
check after the optimization loop. From my observations compiler
Hi Tapani,
Thanks for the review!
Completely agree with the first comment, I'll change that and resend the
patch.
Regarding second comment. I'm not sure if it is possible to do this check
after the optimization loop. From my observations compiler inlines
everything
and only after that it removes
On 10/1/18 5:03 PM, Vadym Shovkoplias wrote:
From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification
"A program will fail to compile or link if any shader
or stage contains two or more functions with the same
name if the name is associated with a subroutine type."
Fix
From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification
"A program will fail to compile or link if any shader
or stage contains two or more functions with the same
name if the name is associated with a subroutine type."
Fixes:
* no-overloads.vert
Bugzilla: https://bugs.
15 matches
Mail list logo