On 01/07/2016 04:57 PM, Nicolai Hähnle wrote:
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index 4d625da..d4c41a7 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -1283,6 +1283,10 @@ struct gl_buffer_object
> GLuint NumMapBufferWriteCalls;
>
>
On 07.01.2016 23:13, Chris Forbes wrote:
I think this misses the image load/store case. (*samplerBuffer)
Good catch, thanks!
Cheers,
Nicolai
- Chris
From: Nicolai Hähnle mailto:nicolai.haeh...@amd.com>>
Some games developers are unaware that an index buffer in a VBO still needs
to be read
On Fri, Jan 8, 2016 at 5:13 AM, Chris Forbes wrote:
> I think this misses the image load/store case. (*samplerBuffer)
>
> - Chris
If the image load/store case is added, patches 2-7 are:
Reviewed-by: Marek Olšák
Marek
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I think this misses the image load/store case. (*samplerBuffer)
- Chris
From: Nicolai Hähnle
Some games developers are unaware that an index buffer in a VBO still needs
to be read by the CPU if some varying data comes from a user pointer (unless
glDrawRangeElements and friends are used). This is
From: Nicolai Hähnle
Some games developers are unaware that an index buffer in a VBO still needs
to be read by the CPU if some varying data comes from a user pointer (unless
glDrawRangeElements and friends are used). This is particularly bad when
they tell us that the index buffer should live in