On Thursday 16 July 2009 08:33:13 Keith Whitwell wrote: > Module: Mesa > Branch: master > Commit: 4e3002b50fcedf3a6db1ac7394077bc3337ccda1 > URL: > http://cgit.freedesktop.org/mesa/mesa/commit/?id=4e3002b50fcedf3a6db1ac7394 >077bc3337ccda1 > > Author: Keith Whitwell <ke...@tungstengraphics.com> > Date: Thu Jul 16 00:23:33 2009 +0100 > > tgsi: no need to separately malloc input and output arrays > > Can now guarantee alignment in the initial allocation of the tgsi exec > machine.
> + struct tgsi_exec_vector Inputs[PIPE_MAX_ATTRIBS]; > + struct tgsi_exec_vector Outputs[PIPE_MAX_ATTRIBS]; This isn't ideal for geometry shaders. The issue is that the easiest way to shimmy geometry shaders into tgsi machine is by simply processing 4 primitives at the same time. So for geometry shaders input/output vectors are MAX_VERTICES_PER_PRIMITIVE (which is 6) * PIPE_MAX_ATTRIBS. z ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev