Hi all,
This is the alternative approach to ensuring that gl_BaseVertex == 0 in
non-indexed draws.
During this, it occurred to me that the earlier approach could also be
improved just by saying
+ if (info->indexed != sctx->current_indexed) {
+ sctx->current_indexed = info->indexed;
+
+ if (sctx->vs_shader.cso->info.uses_basevertex)
+ sctx->do_update_shaders = true;
+ }
which should avoid going through update shaders in the vast majority of
cases.
At the end of the day, there's probably not a huge difference either way.
This current version has the advantage of preparing us if something else
comes up that would require sending state to the VS.
Please review!
Thanks,
Nicolai
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