On Monday, August 04, 2014 08:17:13 PM Ian Romanick wrote:
> On 08/03/2014 11:07 PM, Kenneth Graunke wrote:
> > On Sunday, June 22, 2014 03:59:01 AM Marek Olšák wrote:
> >> That's right. A uniform won't work with ARB_draw_indirect unless
> >> you lower it to direct draws, which would be very bad if
On 08/03/2014 11:07 PM, Kenneth Graunke wrote:
> On Sunday, June 22, 2014 03:59:01 AM Marek Olšák wrote:
>> That's right. A uniform won't work with ARB_draw_indirect unless
>> you lower it to direct draws, which would be very bad if it was
>> applied to all drivers.
>>
>> Radeonsi indeed supports
On Sunday, June 22, 2014 03:59:01 AM Marek Olšák wrote:
> That's right. A uniform won't work with ARB_draw_indirect unless you
> lower it to direct draws, which would be very bad if it was applied to
> all drivers.
>
> Radeonsi indeed supports BaseVertex and BaseInstance as system values
> in the
Patches 5..10
Reviewed-by: Tapani Pälli
Also tested that these fix the new Piglit tests and esconform3 test. I
made a little proposal for patch 10 but not sure if this change would be
worth the trouble.
On 06/21/2014 04:00 AM, Ian Romanick wrote:
> This patch series fixes bugs in the i965 w.r.
On 06/21/2014 06:59 PM, Marek Olšák wrote:
> That's right. A uniform won't work with ARB_draw_indirect unless you
> lower it to direct draws, which would be very bad if it was applied to
> all drivers.
>
> Radeonsi indeed supports BaseVertex and BaseInstance as system values
> in the vertex shader.
On 06/21/2014 08:36 AM, Roland Scheidegger wrote:
> Am 21.06.2014 03:00, schrieb Ian Romanick:
>> This patch series fixes bugs in the i965 w.r.t. several uses of
>> gl_VertexID. OpenGL (desktop and ES) have the following expectations of
>> gl_VertexID:
>>
>> 1. When used with BaseVertex drawing co
In the indirect case we can possibly just adjust the indirect setup
code to write the uniform with MI_SRM, if we know where it will be --
so not too awful -- but it is different.
On Sun, Jun 22, 2014 at 1:59 PM, Marek Olšák wrote:
> That's right. A uniform won't work with ARB_draw_indirect unless
That's right. A uniform won't work with ARB_draw_indirect unless you
lower it to direct draws, which would be very bad if it was applied to
all drivers.
Radeonsi indeed supports BaseVertex and BaseInstance as system values
in the vertex shader. Well, vertex fetching has to be done in the
vertex sh
This will be broken for indirect draws too, and possibly
performance-crippling to fix there, since we don't have the baseVertex
value available to shove into a uniform.
On Sun, Jun 22, 2014 at 3:36 AM, Roland Scheidegger wrote:
> Am 21.06.2014 03:00, schrieb Ian Romanick:
>> This patch series fix
Am 21.06.2014 03:00, schrieb Ian Romanick:
> This patch series fixes bugs in the i965 w.r.t. several uses of
> gl_VertexID. OpenGL (desktop and ES) have the following expectations of
> gl_VertexID:
>
> 1. When used with BaseVertex drawing commands, gl_VertexID will include
> the value of basevert
This patch series fixes bugs in the i965 w.r.t. several uses of
gl_VertexID. OpenGL (desktop and ES) have the following expectations of
gl_VertexID:
1. When used with BaseVertex drawing commands, gl_VertexID will include
the value of basevertex. This differens from "the other API," but the
chang
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