Re: [Mesa-dev] [PATCH] glsl: Handle attribute aliasing in attribute storage limit check.

2015-09-05 Thread Ilia Mirkin
On Wed, Sep 2, 2015 at 2:20 PM, Kenneth Graunke wrote: > In various versions of OpenGL and GLSL, it's possible to declare > multiple VS input variables with aliasing attribute locations. > > So, when computing the storage requirements for vertex attributes, > we can't simply add up the sizes. Ins

Re: [Mesa-dev] [PATCH] glsl: Handle attribute aliasing in attribute storage limit check.

2015-09-02 Thread Mark Janes
Tested-by: Mark Janes Kenneth Graunke writes: > In various versions of OpenGL and GLSL, it's possible to declare > multiple VS input variables with aliasing attribute locations. > > So, when computing the storage requirements for vertex attributes, > we can't simply add up the sizes. Instead,

Re: [Mesa-dev] [PATCH] glsl: Handle attribute aliasing in attribute storage limit check.

2015-09-02 Thread Ilia Mirkin
On Wed, Sep 2, 2015 at 2:40 PM, Kenneth Graunke wrote: > On Wednesday, September 02, 2015 02:35:22 PM Ilia Mirkin wrote: >> On Wed, Sep 2, 2015 at 2:20 PM, Kenneth Graunke >> wrote: >> > In various versions of OpenGL and GLSL, it's possible to declare >> > multiple VS input variables with aliasi

Re: [Mesa-dev] [PATCH] glsl: Handle attribute aliasing in attribute storage limit check.

2015-09-02 Thread Kenneth Graunke
On Wednesday, September 02, 2015 02:35:22 PM Ilia Mirkin wrote: > On Wed, Sep 2, 2015 at 2:20 PM, Kenneth Graunke wrote: > > In various versions of OpenGL and GLSL, it's possible to declare > > multiple VS input variables with aliasing attribute locations. > > > > So, when computing the storage re

Re: [Mesa-dev] [PATCH] glsl: Handle attribute aliasing in attribute storage limit check.

2015-09-02 Thread Ilia Mirkin
On Wed, Sep 2, 2015 at 2:20 PM, Kenneth Graunke wrote: > In various versions of OpenGL and GLSL, it's possible to declare > multiple VS input variables with aliasing attribute locations. > > So, when computing the storage requirements for vertex attributes, > we can't simply add up the sizes. Ins

[Mesa-dev] [PATCH] glsl: Handle attribute aliasing in attribute storage limit check.

2015-09-02 Thread Kenneth Graunke
In various versions of OpenGL and GLSL, it's possible to declare multiple VS input variables with aliasing attribute locations. So, when computing the storage requirements for vertex attributes, we can't simply add up the sizes. Instead, we need to look at the enabled slots. This patch begins tr