On Monday 20 September 2010 11:10:59 Luca Barbieri wrote: > > The difference between this and the D3D semantics is that in D3D you bind > > the buffer explicitely and in GL implicitly i.e. the buffer associated > > with the stream output object id is bound for you. So for GL the state > > tracker would have to bind the appropriate buffers on > > DrawTransformFeedback. > > So the idea would be to store the stream output count in the stream > output buffer, and then, after the user binds it as a vertex buffer, > get it from there in draw_stream_output?
No, you don't store it at all. Storing it in the client side data structures implies fetching. The whole point of draw_stream_output is to not have to store it - it's to allow hardware to do the right thing. In other words Gallium, like D3D assumes that the hardware will have functionality that deals with this. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev