On Mon, Aug 16, 2010 at 4:53 PM, Luca Barbieri wrote:
>> IIRC, the vertex fetch constants for r6xx+ accept 0 stride.
>
> But does the hardware fetch the same value repeatedly, wasting memory
> bandwidth, or is it smart enough to fetch it once and store it?
> (question applies to both r300-r500 and
> IIRC, the vertex fetch constants for r6xx+ accept 0 stride.
But does the hardware fetch the same value repeatedly, wasting memory
bandwidth, or is it smart enough to fetch it once and store it?
(question applies to both r300-r500 and r600-eg)
In other words, is it necessary to rewrite shaders a
On Mon, Aug 16, 2010 at 12:01 PM, Luca Barbieri wrote:
>> It seems like there is an alternate fix possible -- modify the mesa
>> fixed-function vertex program generator to put these constant values in
>> the constant buffer, rather than passing them as vertex data. That
>> would remove the need f
On Mon, Aug 16, 2010 at 6:01 PM, Luca Barbieri wrote:
> > It seems like there is an alternate fix possible -- modify the mesa
> > fixed-function vertex program generator to put these constant values in
> > the constant buffer, rather than passing them as vertex data. That
> > would remove the nee
> It seems like there is an alternate fix possible -- modify the mesa
> fixed-function vertex program generator to put these constant values in
> the constant buffer, rather than passing them as vertex data. That
> would remove the need for us to have this unique capability at the
> gallium level
Luca,
It seems like there is an alternate fix possible -- modify the mesa
fixed-function vertex program generator to put these constant values in
the constant buffer, rather than passing them as vertex data. That
would remove the need for us to have this unique capability at the
gallium level tha