On 05/08/15 09:57, Iago Toral wrote:
On Tue, 2015-08-04 at 14:08 -0700, Jordan Justen wrote:
On 2015-07-14 00:46:10, Iago Toral Quiroga wrote:
From: Samuel Iglesias Gonsalvez sigles...@igalia.com
They only can be defined in the last position of the shader
storage blocks.
When an unsized
On 05/08/15 08:41, Iago Toral wrote:
On Tue, 2015-08-04 at 14:08 -0700, Jordan Justen wrote:
On 2015-07-14 00:46:10, Iago Toral Quiroga wrote:
From: Samuel Iglesias Gonsalvez sigles...@igalia.com
They only can be defined in the last position of the shader
storage blocks.
When an unsized
On Tue, 2015-08-04 at 14:08 -0700, Jordan Justen wrote:
On 2015-07-14 00:46:10, Iago Toral Quiroga wrote:
From: Samuel Iglesias Gonsalvez sigles...@igalia.com
They only can be defined in the last position of the shader
storage blocks.
When an unsized array is used in different
On Tue, 2015-08-04 at 14:08 -0700, Jordan Justen wrote:
On 2015-07-14 00:46:10, Iago Toral Quiroga wrote:
From: Samuel Iglesias Gonsalvez sigles...@igalia.com
They only can be defined in the last position of the shader
storage blocks.
When an unsized array is used in different
On 2015-07-14 00:46:10, Iago Toral Quiroga wrote:
From: Samuel Iglesias Gonsalvez sigles...@igalia.com
They only can be defined in the last position of the shader
storage blocks.
When an unsized array is used in different shaders, it might be
converted in different sized arrays, avoid get
From: Samuel Iglesias Gonsalvez sigles...@igalia.com
They only can be defined in the last position of the shader
storage blocks.
When an unsized array is used in different shaders, it might be
converted in different sized arrays, avoid get a linker error
in that case.
v2:
- Rework error