On 28 August 2013 17:58, Kenneth Graunke kenn...@whitecape.org wrote:
On 08/26/2013 03:12 PM, Paul Berry wrote:
Previously, we would always use the same push constant allocation
regardless of what shader programs were being run: the available push
constant space was split into 2 equal size
On 08/26/2013 03:12 PM, Paul Berry wrote:
Previously, we would always use the same push constant allocation
regardless of what shader programs were being run: the available push
constant space was split into 2 equal size partitions, one for the
vertex shader, and one for the fragment shader.
Previously, we would always use the same push constant allocation
regardless of what shader programs were being run: the available push
constant space was split into 2 equal size partitions, one for the
vertex shader, and one for the fragment shader.
Now that we are adding geometry shader