This series deletes all the software primitive counting used to compute transform feedback buffer offsets, and generally cleans up all of that code. Now that we require hardware contexts on Gen6+, we can just initialize the counters to 0 and let the hardware do the counting for us.
This means that we get hardware primitive restart in the majority of cases, which should be a lot more efficient. It also means we're prepared for geometry shaders. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev