Zack Rusin wrote: > 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 <[email protected]> >> 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.
Orthogonal to that, I think we want to use PIPE_MAX_SHADER_INPUTS/OUTPUTS: struct tgsi_exec_vector Inputs[PIPE_MAX_SHADER_INPUTS]; struct tgsi_exec_vector Outputs[PIPE_MAX_SHADER_OUTPUTS] since TGSI doesn't know anything about vertex attributes. And PIPE_MAX_SHADER_INPUTS/OUTPUTS should probably be 32 nowadays, not 16. -Brian ------------------------------------------------------------------------------ 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 [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
