On Wednesday, September 30, 2015 12:58:09 AM Kenneth Graunke wrote:
> Discuss :)
NAK on patches 3-5. It turns out they break if the outermost array
index is non-constant. I've got two new patches that replace them.
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On Wed, Sep 30, 2015 at 12:58 AM, Kenneth Graunke wrote:
> Geometry and tessellation shaders process multiple vertices; their
> inputs are arrays indexed by the vertex number. While GLSL makes
> this look like a normal array, it can be very different behind the
> scenes.
>
> On Intel hardware, al
Geometry and tessellation shaders process multiple vertices; their
inputs are arrays indexed by the vertex number. While GLSL makes
this look like a normal array, it can be very different behind the
scenes.
On Intel hardware, all inputs for a particular vertex are stored
together - as if they wer