The hardware can actually generates vertexid when vertices come from
a client-side buffer like when glDrawElements is used.
This doesn't fix (or break) any piglit tests but it improves the
previous attempt of Ilia (c830d19 "nv50: avoid using inline vertex
data submit when gl_VertexID is used")
This appears to all be correct. I assume you ran piglit on this and
tried a few (esp older) games? I don't know of any offhand that hit
the nv50_push logic, but I'd feel more at ease if you just tried a
couple.
Reviewed-by: Ilia Mirkin
On Thu, Nov 19, 2015 at 3:51 AM,
On 11/19/2015 05:54 PM, Ilia Mirkin wrote:
This appears to all be correct. I assume you ran piglit on this and
tried a few (esp older) games? I don't know of any offhand that hit
the nv50_push logic, but I'd feel more at ease if you just tried a
couple.
Yes, I did a full piglit run, there
On 11/19/2015 06:02 PM, Ilia Mirkin wrote:
On Thu, Nov 19, 2015 at 12:01 PM, Samuel Pitoiset
wrote:
On 11/19/2015 05:54 PM, Ilia Mirkin wrote:
This appears to all be correct. I assume you ran piglit on this and
tried a few (esp older) games? I don't know of any
On Thu, Nov 19, 2015 at 12:01 PM, Samuel Pitoiset
wrote:
> On 11/19/2015 05:54 PM, Ilia Mirkin wrote:
>>
>> This appears to all be correct. I assume you ran piglit on this and
>> tried a few (esp older) games? I don't know of any offhand that hit
>> the nv50_push logic,