On Wed, 2014-06-18 at 13:05 -0700, Ian Romanick wrote:
On 06/18/2014 02:51 AM, Iago Toral Quiroga wrote:
On Intel hardware when a geometry shader outputs GL_POINTS primitives we
only need to emit vertex control bits if it emits vertices to non-zero
streams, so use a flag to track this.
Sounds good to me.
On Thu, Jun 19, 2014 at 7:23 PM, Iago Toral ito...@igalia.com wrote:
On Wed, 2014-06-18 at 13:05 -0700, Ian Romanick wrote:
On 06/18/2014 02:51 AM, Iago Toral Quiroga wrote:
On Intel hardware when a geometry shader outputs GL_POINTS primitives we
only need to emit vertex
(but maybe in a separate patch)
On Thu, Jun 19, 2014 at 7:53 PM, Chris Forbes chr...@ijw.co.nz wrote:
Sounds good to me.
On Thu, Jun 19, 2014 at 7:23 PM, Iago Toral ito...@igalia.com wrote:
On Wed, 2014-06-18 at 13:05 -0700, Ian Romanick wrote:
On 06/18/2014 02:51 AM, Iago Toral Quiroga
On Intel hardware when a geometry shader outputs GL_POINTS primitives we
only need to emit vertex control bits if it emits vertices to non-zero
streams, so use a flag to track this.
This flag will be set to TRUE when a geometry shader calls EmitStreamVertex()
or EndStreamPrimitive() with a
On 06/18/2014 02:51 AM, Iago Toral Quiroga wrote:
On Intel hardware when a geometry shader outputs GL_POINTS primitives we
only need to emit vertex control bits if it emits vertices to non-zero
streams, so use a flag to track this.
This flag will be set to TRUE when a geometry shader calls
On 06/18/2014 02:05 PM, Ian Romanick wrote:
On 06/18/2014 02:51 AM, Iago Toral Quiroga wrote:
On Intel hardware when a geometry shader outputs GL_POINTS primitives we
only need to emit vertex control bits if it emits vertices to non-zero
streams, so use a flag to track this.
This flag will be