On 7 December 2011 13:32, Eric Anholt <e...@anholt.net> wrote: > On Wed, 7 Dec 2011 11:09:16 -0800, Paul Berry <stereotype...@gmail.com> > wrote: > > In Gen6, transform feedback is accomplished by having the geometry > > shader send vertex data to the data port using "Streamed Vertex Buffer > > Write" messages, while simultaneously passing vertices through to the > > rest of the graphics pipeline (if rendering is enabled). > > > + if (intel->gen >= 7) { > > + /* On Gen7 and later, we don't use GS (yet). */ > > + key->need_gs_prog = false; > > + } else if (intel->gen == 6) { > > + /* On Gen6, GS is used for transform feedback. */ > > + key->need_gs_prog = ctx->TransformFeedback.CurrentObject->Active; > > I like to see state accesses associated with a flag having a comment > like /* _NEW_TRANSFORM_FEEDBACK */ right above them. This means that > when you're trying to manually check that state flags are correct, you > can do one scan of the code looking to see if the nearest /* > _NEW_WHATEVER */ comment is the right thing for each piece of state > being accessed, and another pass to go find the state atom and make sure > that every _NEW_WHATEVER comment in its update function is reflected in > it. > > It's messy, but without some other free-per-draw-call way to get the > flags next to the code, this is the only way I've found to keep some > sanity while trying to debug statechanges. Maybe when we build the > valgrind tool I'll stop caring. >
No need to explain, I'm 100% with you on this practice. It was simple oversight that prevented me from doing it here. I'll fix it before pushing the patches. > > I haven't reviewed the rest of these changes, but they're generally: > > Acked-by: Eric Anholt <e...@anholt.net> > >
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