Erik,

> Yeah, in both D3D11 and D3D12, InstanceDataStepRate is per element, not
> per input slot. So I guess this is the most flexible way of describing
> this, and we'll have to duplicate the bindings in cases like these.
More an answer to your below question.
But I think you are giving the answer to your below question yourself.
If we have have something like nine running on top of virgl, we have to
assume that you get in data using DirectX semantics. The argument is just you
can potentially get in data by the current 'on the virtio wire' protocol that 
cannot
be handled correctly in virglrenderer, so fix that.

OTOH, you probably want to work around that issue in virgil as well as you may
find yourself with a new distribution with a new mesa running on top of an older
unpatched virglrenderer. To make that work you problably have to emit something
that is known to work with an old and unfixed virgelrenderer in case your lower 
layers
on the driver stack - virglrenderer - is too old. Just replicate out the 
pipe_vertex_buffers
for each pipe_vertex_element into the 'virtio wire' when sending that to a too 
old
and unfixed virglrenderer.

Means probably you have to fix both sides finally to make them cope with
any combination of fixed and unfixed. Sorry for braking that in the first place.

best

Mathias


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