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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev