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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev