On Fri, Nov 13, 2015 at 6:50 PM, Kenneth Graunke wrote:
> The geometry and tessellation control shader stages both read from
> multiple URB entries (one per vertex). The thread payload contains
> several URB handles which reference these separate memory segments.
>
> In GLSL, these inputs are rep
The geometry and tessellation control shader stages both read from
multiple URB entries (one per vertex). The thread payload contains
several URB handles which reference these separate memory segments.
In GLSL, these inputs are represented as per-vertex arrays; the
outermost array index selects w