Re: [Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-17 Thread Jason Ekstrand
On April 17, 2018 10:31:53 Ian Romanick wrote: On 04/10/2018 09:26 AM, Jason Ekstrand wrote: On Tue, Apr 10, 2018 at 1:28 AM, Antia Puentes > wrote: On 07/04/18 08:21, Jason Ekstrand wrote: Oh, boy, this is tricky... First

Re: [Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-17 Thread Ian Romanick
On 04/10/2018 09:26 AM, Jason Ekstrand wrote: > On Tue, Apr 10, 2018 at 1:28 AM, Antia Puentes > wrote: > > On 07/04/18 08:21, Jason Ekstrand wrote: > >> Oh, boy, this is tricky... First of all, it's a bit of a bummer >> that we

Re: [Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-11 Thread Antia Puentes
On 10/04/18 18:26, Jason Ekstrand wrote: On Tue, Apr 10, 2018 at 1:28 AM, Antia Puentes > wrote: On 07/04/18 08:21, Jason Ekstrand wrote: On Fri, Apr 6, 2018 at 2:53 PM, Ian Romanick

Re: [Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-10 Thread Jason Ekstrand
On Tue, Apr 10, 2018 at 1:28 AM, Antia Puentes wrote: > On 07/04/18 08:21, Jason Ekstrand wrote: > > On Fri, Apr 6, 2018 at 2:53 PM, Ian Romanick wrote: > >> From: Antia Puentes >> >> We keep 'firstvertex' as it is and move

Re: [Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-10 Thread Antia Puentes
On 07/04/18 08:21, Jason Ekstrand wrote: On Fri, Apr 6, 2018 at 2:53 PM, Ian Romanick > wrote: From: Antia Puentes > We keep 'firstvertex' as it is and move gl_BaseVertex to the drawID

Re: [Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-07 Thread Jason Ekstrand
On Fri, Apr 6, 2018 at 2:53 PM, Ian Romanick wrote: > From: Antia Puentes > > We keep 'firstvertex' as it is and move gl_BaseVertex to the drawID > vertex element. The previous Vertex Elements order was: > > * VE 1: > * VE 2: > > and now it is: >

[Mesa-dev] [PATCH v4 6/6] i965: gl_BaseVertex must be zero for non-indexed draw calls

2018-04-06 Thread Ian Romanick
From: Antia Puentes We keep 'firstvertex' as it is and move gl_BaseVertex to the drawID vertex element. The previous Vertex Elements order was: * VE 1: * VE 2: and now it is: * VE 1: * VE 2: To move the