On Mon, Mar 26, 2018 at 6:39 PM, Erico Nunes wrote:
> Thanks all for the input.
>
> I don't have an in-depth knowledge of the hardware either, though as
> far as we can see the hardware does expect that we pass min_index in
> the command stream. max_index is used to calculate the sizes in other
>
Thanks all for the input.
I don't have an in-depth knowledge of the hardware either, though as
far as we can see the hardware does expect that we pass min_index in
the command stream. max_index is used to calculate the sizes in other
command stream fields (which is not the same as pipe_draw_info.c
On Sat, Mar 24, 2018 at 6:00 PM, Jason Ekstrand wrote:
> On Sat, Mar 24, 2018 at 2:27 PM, Marek Olšák wrote:
>>
>> On Sat, Mar 24, 2018 at 1:36 PM, Connor Abbott
>> wrote:
>>>
>>> If Gallium was being lazy and not
>>> specifying the bounds for internal shaders, that needs to be fixed for
>>> the
On Sat, Mar 24, 2018 at 2:27 PM, Marek Olšák wrote:
> On Sat, Mar 24, 2018 at 1:36 PM, Connor Abbott
> wrote:
>
>> If Gallium was being lazy and not
>> specifying the bounds for internal shaders, that needs to be fixed for
>> the HW to work properly.
>>
>
> I don't understand the sentence. Shade
On Sat, Mar 24, 2018 at 5:27 PM, Marek Olšák wrote:
> On Sat, Mar 24, 2018 at 1:36 PM, Connor Abbott
> wrote:
>
>> If Gallium was being lazy and not
>> specifying the bounds for internal shaders, that needs to be fixed for
>> the HW to work properly.
>>
>
> I don't understand the sentence. Shade
On Sat, Mar 24, 2018 at 1:36 PM, Connor Abbott wrote:
> If Gallium was being lazy and not
> specifying the bounds for internal shaders, that needs to be fixed for
> the HW to work properly.
>
I don't understand the sentence. Shaders don't interact with vertex
indices. I also don't like the word
My understanding is that unlike most other architectures, Mali does
vertex shading on every vertex up-front, completely ignoring the index
buffer. Primitive assembly and tile binning happen after every vertex
is transformed. There is no cache of transformed vertices. Utgard also
only supports GLES2
The index bounds are computed only when they are needed for uploading
vertices that are passed via a CPU pointer (user_buffer). In all other
cases, computing the index bounds has a performance cost, which can be very
significant.
If you rely on u_vbuf to upload vertices for you, you shouldn't need
On Sat, Mar 17, 2018 at 2:12 PM, Erico Nunes wrote:
> Hi all,
>
> I have been working to add indexed drawing/glDrawElements support to
> the mesa-lima driver currently in development
> (https://github.com/yuq/mesa-lima).
> For that implementation, it seems that we need to have the minimum and
> ma
Hi all,
I have been working to add indexed drawing/glDrawElements support to
the mesa-lima driver currently in development
(https://github.com/yuq/mesa-lima).
For that implementation, it seems that we need to have the minimum and
maximum index values from the index buffer available in order to set
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