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

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