On 15 June 2016 at 15:57, Józef Kucia joseph.kucia@gmail.com wrote:
On Wed, Jun 15, 2016 at 3:49 PM, Henri Verbeet hverbeet@gmail.com wrote:
You don't necessarily need uintBitsToFloat() when you declare the icb though, you can also do that conversion in shader_glsl_get_register_name() or shader_glsl_add_src_param().
Yeah, we could declare ICB as constant unsigned integer array. I guess we could spend more time to figure out if this approach works well but I am not sure if there is point in doing so. If Mesa lowers const arrays to uniforms we can use uniforms directly as well.
Oh sure, I think using uniforms makes sense.