Re: [Mesa-dev] [PATCH 2/2] draw: implement primitive assembler

2013-04-19 Thread Roland Scheidegger
Am 19.04.2013 20:10, schrieb Zack Rusin: > - Original Message - >> Looks good to me though I wonder if it would be an option to do this at >> vertex fetch time instead after vs? I guess though that way it would >> have to be done separate for the llvm and non-llvm code as the fetch is >> i

Re: [Mesa-dev] [PATCH 2/2] draw: implement primitive assembler

2013-04-19 Thread Zack Rusin
- Original Message - > Looks good to me though I wonder if it would be an option to do this at > vertex fetch time instead after vs? I guess though that way it would > have to be done separate for the llvm and non-llvm code as the fetch is > integrated into the llvm code. I think that the

Re: [Mesa-dev] [PATCH 2/2] draw: implement primitive assembler

2013-04-19 Thread Roland Scheidegger
Am 18.04.2013 12:16, schrieb Zack Rusin: > Input assembler needs to be able to decompose adjacency primitives > into something that can be understood by the rest of the pipeline. > The specs say that the adjacency primitives are *only* visible > in the geometry shader, for everything else they need

Re: [Mesa-dev] [PATCH 2/2] draw: implement primitive assembler

2013-04-19 Thread Brian Paul
Just some minor nits... On 04/18/2013 04:16 AM, Zack Rusin wrote: Input assembler needs to be able to decompose adjacency primitives into something that can be understood by the rest of the pipeline. The specs say that the adjacency primitives are *only* visible in the geometry shader, for ever

[Mesa-dev] [PATCH 2/2] draw: implement primitive assembler

2013-04-18 Thread Zack Rusin
Input assembler needs to be able to decompose adjacency primitives into something that can be understood by the rest of the pipeline. The specs say that the adjacency primitives are *only* visible in the geometry shader, for everything else they need to be decomposed. Which in most of the cases is