Looks perfect. Thanks Roland.
Jose
- Original Message -
> From: Roland Scheidegger
>
> Some parts calculated key size by using shader information, others by using
> the pipe_vertex_element information. Since it is perfectly valid to have more
> vertex_elements set than the vertex shade
From: Roland Scheidegger
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than the vertex shader is using those may not be the same,
so we weren't copying over all vertex_e
Am 19.02.2013 18:54, schrieb Jose Fonseca:
>
>
> - Original Message -
>> Am 19.02.2013 15:57, schrieb Jose Fonseca:
>>> There may be more vertex elements that used in the shader. But why should
>>> the key contain those elements? Won't this cause needless recompilations
>>> (e.g., in situ
- Original Message -
> Am 19.02.2013 15:57, schrieb Jose Fonseca:
> > There may be more vertex elements that used in the shader. But why should
> > the key contain those elements? Won't this cause needless recompilations
> > (e.g., in situations where the state tracker leaves unneeded ele
Am 19.02.2013 15:57, schrieb Jose Fonseca:
> There may be more vertex elements that used in the shader. But why should the
> key contain those elements? Won't this cause needless recompilations (e.g.,
> in situations where the state tracker leaves unneeded elements from previous
> draw?)?
I don'
There may be more vertex elements that used in the shader. But why should the
key contain those elements? Won't this cause needless recompilations (e.g., in
situations where the state tracker leaves unneeded elements from previous
draw?)?
That is, it seems to be that the key should have the num
On 02/18/2013 05:27 PM, srol...@vmware.com wrote:
From: Roland Scheidegger
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than the vertex shader is using those may not b
From: Roland Scheidegger
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than the vertex shader is using those may not be the same,
so we weren't copying over all vertex_e