On Thu, 2009-07-16 at 07:23 -0700, 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 <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.

Hmm.  I can go back when I get some time again & rework the sse2 code to
cope with having these be pointers again.  In the meantime if this is an
issue, just make those arrays as large as you need.

Keith


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