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List: mesa3d-dev
Subject: Re: [Mesa-dev] [PATCH 00/19] Implement GL_ARB_multi_bind v2
From: Fredrik =?iso-8859-1?q?H=F6glund?= <fredrik () kde ! org>
Date: 2014-04-30 0:32:04
Message-ID: 201404300232.04275.fredrik () kde ! org
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On Monday 28 April 2014, Ian Romanick wrote:
> On 04/21/2014 02:57 PM, Fredrik Höglund wrote:
> > So here is version two of the ARB_multi_bind series.
> >
> > This incorporates feedback from Brian, Matt and Francisco, and also
> > fixes an issue I happened to notice myself. It occurred to me that
> > the BindTexture driver hook doesn't have a parameter for the texture
> > index, and that drivers might want to know which texture was changed.
> > It turns out that the only driver that implements the hook is nouveau,
> > and the index is the only thing it cares about. So there is now a new
> > patch that adds an index parameter and adjusts the driver accordingly.
> >
> > I have also updated my branch at:
> >
> > git://people.freedesktop.org/~fredrik/mesa arb-multi-bind
> >
> > Note that the BindBuffers patches have still not been reviewed.
>
> I sent a couple minor nits. With those small number of issues
> addressed, the series is
>
> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
>
> I'd really like to see this series land in the next couple days so that
> it can be in Mesa 10.2.
I plan on pushing it tomorrow.
> I would like to see one set of follow-up refactoring. Right now most of
> the guts of, say, _mesa_BindSamplers is duplicated in _mesa_BindSamplers
> and _mesa_BindSampler. I think we should unify that into a single
> _mesa_bind_samplers that both functions call. _mesa_BindSampler would
> just call it with first=0 and count=1. That function would probably
> also want a 'const char *caller' parameter so that it can generate
> proper error messages.
I think this is especially true of the BindBufferBase/Range code.
If the buffer bindings were stored as arrays of a generic
gl_buffer_binding_point struct in gl_context, I think it should be
possible for a single function to handle all buffer targets.
The error messages are a bit more complex though, because in one
case you have an array of objects, and in the other a single object.
Fredrik
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