Am 09.08.2013 00:40, schrieb Zack Rusin:
>  > Series looks good though I'm unsure why the pipeline stage doesn't work.
>> Where does that decomposition happen? Is that something like GS
>> outputting multiple prims in the same topology which all need the same id?
> 
> No, it's because the pipeline stage is ran on the decomposed primitives. The 
> issue is that the pipeline stage is ran after stream output and stream output 
> requires decomposed primitives, meaning that by the time we get to the 
> pipeline we lost the original primitive info. The d3d10 wants the primitive 
> id's to be injected into vertices but in the order in which they are 
> traversed on the original (striped) primitives, so we need to do it when 
> doing the original decomposition where we have access to the original 
> topology and can number the vertices correctly.
> 
> z
> 

I see I totally forgot stream out needs decomposed primitives, and I
guess stream out (and prim assembler) can't run as an ordinary pipeline
stage?

Roland
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