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 ------------------------------------------------------------------------------ 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