Hey, On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote: > On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote: > > Hi Erik, > > > > Not sure if this is our problem as I think that I only saw simple > > bindings with a zero instance divisor while debugging supertux kart. > > > > But at least I think that this is a problem in virglrenderer. The > > glVertexBindingDivisor is per binding and not per vertex attribute > > in OpenGL. > > ... you probably want to solve that differently, but for now this > > should > > quick band aid to pinpoint the problem that we observe. > > > > Does the attached patch to virglrenderer fix our problem? > > > > It does! Thanks a lot :) > > I'll find out what the proper fix is, and submit a patch in your name! > Again, thanks a lot :)
You are welcome! And I don't need credits. Its a bit of a pity that the vertex element/buffer structure in gallium is different than it is in OpenGL. OTOH, does it match the way it is done in DirectX? Well, in theory I would expect virglrenderer to just cope with anything that comes potentially in. But that means that you may need to split single binding point into two bindings for OpenGL. Just assuming that they were originally from OpenGL and by that should just work is a bit too crude for my taste. But you have to decide that finally. And if you work out that split, my original one line change has nothing to do anymore with a proper solution. For me it's good that I know I can continue exploiting the VAO state. Thanks for testing and reporting!! best Mathias _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev