Hi all,

This is the alternative approach to ensuring that gl_BaseVertex == 0 in
non-indexed draws.

During this, it occurred to me that the earlier approach could also be
improved just by saying

+       if (info->indexed != sctx->current_indexed) {
+               sctx->current_indexed = info->indexed;
+
+               if (sctx->vs_shader.cso->info.uses_basevertex)
+                       sctx->do_update_shaders = true;
+       }

which should avoid going through update shaders in the vast majority of
cases.

At the end of the day, there's probably not a huge difference either way.
This current version has the advantage of preparing us if something else
comes up that would require sending state to the VS.

Please review!
Thanks,
Nicolai

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