f3877f56ba7915ee6bc6866c0f4dc21881a3f5fb
Instead of using driver_location magic and hoping things work, make the linkage between vertex and fragment shaders explicit. Thanks to the coefficient register mechanism reverse-engineered and documented earlier in this series, this does not require any shader keys to support separable shaders. It just requires that we regenerate the coefficient register binding tables at draw time, based on the varying layouts decided by the compiler independently for the VS and FS. This is more robust in the face of separate shaders. This also gets us glProvokingVertex() support without shader keys. After that, we don't need any of the remapping prepasses. For fragment shaders, any old mapping will do, so we can assign coefficient registers as we go (based on what the program actually uses, not nir_variable information that might be stale by this point). We do want to cache coefficient registers, particularly for fragcoord.w which is used for perspective interpolation everywhere. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_): .. code-block:: sh $ mkdir build $ cd build $ meson .. $ sudo ninja install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.
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