Re: [Mesa-dev] [PATCH v3 2/3] i965: Introduce a MOV_INDIRECT opcode.

2015-11-14 Thread Jason Ekstrand
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

[Mesa-dev] [PATCH v3 2/3] i965: Introduce a MOV_INDIRECT opcode.

2015-11-13 Thread Kenneth Graunke
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