Am 04.02.2018 um 20:13 schrieb Dave Airlie: > On 2 February 2018 at 18:02, Roland Scheidegger <srol...@vmware.com> wrote: >> Are you sure of that? You only get 11 stride bits to program, and they >> are in bytes. Therefore I can't see how you could program 2048 (unless >> the hw would interpet 0 as 2048 but I think stride 0 is valid there?). >> > > Hmm so GL 4.4 defines the minimum for this to be 2048. > > Could be a bit of a blocker :-) > > Dave. >
I'm wondering what the blob did? I suppose you could always just lie - if the tests only care about the query and never actually test it you could get away with it... I mean, before GL 4.4, it was not even queryable and was supposed to always work no matter the stride, but in reality it would just silently fail... I was merely pointing out the limit there was probably intentional (so, if lying is the answer, I'd suggest a comment at least). (And I didn't verify what the hw really does with stride 0.) I guess alternatively you could fix it up in the vertex fetch shader (so, program stride 1024 in this case and lshift the id-to-fetch by 2 - albeit I do not actually understand how the VTX_FETCH_VERTEX_DATA and VTX_FETCH_INSTANCE_DATA work, but nevertheless I suppose it should be fixable to patch it up somehow). Roland _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev