On 3 June 2015 at 16:27, Matteo Bruni matteo.mystral@gmail.com wrote:
Right. The problem is that vs_compile_args isn't necessarily around (we might be reusing the previously selected vertex shader) and recomputing it just for this seemed a bit overkill. Any idea?
No particular good one. We could perhaps store it in struct glsl_vs_program, but it would probably be only marginally better.