Erik, > Yeah, in both D3D11 and D3D12, InstanceDataStepRate is per element, not > per input slot. So I guess this is the most flexible way of describing > this, and we'll have to duplicate the bindings in cases like these. More an answer to your below question. But I think you are giving the answer to your below question yourself. If we have have something like nine running on top of virgl, we have to assume that you get in data using DirectX semantics. The argument is just you can potentially get in data by the current 'on the virtio wire' protocol that cannot be handled correctly in virglrenderer, so fix that.
OTOH, you probably want to work around that issue in virgil as well as you may find yourself with a new distribution with a new mesa running on top of an older unpatched virglrenderer. To make that work you problably have to emit something that is known to work with an old and unfixed virgelrenderer in case your lower layers on the driver stack - virglrenderer - is too old. Just replicate out the pipe_vertex_buffers for each pipe_vertex_element into the 'virtio wire' when sending that to a too old and unfixed virglrenderer. Means probably you have to fix both sides finally to make them cope with any combination of fixed and unfixed. Sorry for braking that in the first place. best Mathias _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev