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
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,
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
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
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
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