Looks perfect. Thanks Roland.
Jose
- Original Message -
From: Roland Scheidegger srol...@vmware.com
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than
On 02/18/2013 05:27 PM, srol...@vmware.com wrote:
From: Roland Scheideggersrol...@vmware.com
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than the vertex shader is
There may be more vertex elements that used in the shader. But why should the
key contain those elements? Won't this cause needless recompilations (e.g., in
situations where the state tracker leaves unneeded elements from previous
draw?)?
That is, it seems to be that the key should have the
Am 19.02.2013 15:57, schrieb Jose Fonseca:
There may be more vertex elements that used in the shader. But why should the
key contain those elements? Won't this cause needless recompilations (e.g.,
in situations where the state tracker leaves unneeded elements from previous
draw?)?
I don't
- Original Message -
Am 19.02.2013 15:57, schrieb Jose Fonseca:
There may be more vertex elements that used in the shader. But why should
the key contain those elements? Won't this cause needless recompilations
(e.g., in situations where the state tracker leaves unneeded elements
Am 19.02.2013 18:54, schrieb Jose Fonseca:
- Original Message -
Am 19.02.2013 15:57, schrieb Jose Fonseca:
There may be more vertex elements that used in the shader. But why should
the key contain those elements? Won't this cause needless recompilations
(e.g., in situations where
From: Roland Scheidegger srol...@vmware.com
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than the vertex shader is using those may not be the same,
so we weren't
From: Roland Scheidegger srol...@vmware.com
Some parts calculated key size by using shader information, others by using
the pipe_vertex_element information. Since it is perfectly valid to have more
vertex_elements set than the vertex shader is using those may not be the same,
so we weren't