- Original Message -
> > I see the crashes you're referring to.
> >
> > I don't quite understand why though: concerning the geometry shader, other
> > than cosmetic changes, in theory I should just have replaced a
> > null/non-null
> > `tokens` pointer with a boolean `no_tokens`, though ob
> I see the crashes you're referring to.
>
> I don't quite understand why though: concerning the geometry shader, other
> than cosmetic changes, in theory I should just have replaced a null/non-null
> `tokens` pointer with a boolean `no_tokens`, though obviously I missed
> something.
Yea, you mis
I see the crashes you're referring to.
I don't quite understand why though: concerning the geometry shader, other than
cosmetic changes, in theory I should just have replaced a null/non-null
`tokens` pointer with a boolean `no_tokens`, though obviously I missed
something.
I should also had bro
Actually Jose I think we'll need to revert this. That's because draw always
assumed that if geometry shader is present it means that the geometry shader is
present, but that is not true anymore. That's because d3d10 creates a null
geometry shader to pass around the stream output. Before the patc
The series looks great to me.
- Original Message -
> From: José Fonseca
>
> Eliminate lp_vertex_shader, as it added nothing over draw_vertex_shader.
>
> Simplify lp_geometry_shader, as most of the incoming state is unneeded.
> (We could also just use draw_geometry_shader if we were will
Am 24.03.2014 16:31, schrieb jfons...@vmware.com:
> From: José Fonseca
>
> Eliminate lp_vertex_shader, as it added nothing over draw_vertex_shader.
>
> Simplify lp_geometry_shader, as most of the incoming state is unneeded.
> (We could also just use draw_geometry_shader if we were willing to pee
On 03/24/2014 09:31 AM, jfons...@vmware.com wrote:
From: José Fonseca
Eliminate lp_vertex_shader, as it added nothing over draw_vertex_shader.
Simplify lp_geometry_shader, as most of the incoming state is unneeded.
(We could also just use draw_geometry_shader if we were willing to peek
inside
From: José Fonseca
Eliminate lp_vertex_shader, as it added nothing over draw_vertex_shader.
Simplify lp_geometry_shader, as most of the incoming state is unneeded.
(We could also just use draw_geometry_shader if we were willing to peek
inside the structure.)
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src/gallium/drivers/llvmpipe/lp_