- Original Message -
> Primitive culling in the geometry shader can be faster if emitting
> lots of primitives is a bottleneck, for example rendering to multiple
> viewports. The geometry shader execution is not slow per se. It's the
> stuff around it that makes it slow. (the primitives mig
Primitive culling in the geometry shader can be faster if emitting
lots of primitives is a bottleneck, for example rendering to multiple
viewports. The geometry shader execution is not slow per se. It's the
stuff around it that makes it slow. (the primitives might need to be
stored in video memory
- Original Message -
> > > What is "IA"?
> >
> > "Input Assembly", a D3D10 term that roughly matches pipe_vertex_elements /
> > pipe_vertex_buffer state.
> >
> > BTW, I think that Chris Forbes makes a good point -- a GS might choose to
> > not emit any vertices (e.g., that does fancy c
> > What is "IA"?
>
> "Input Assembly", a D3D10 term that roughly matches pipe_vertex_elements /
> pipe_vertex_buffer state.
>
> BTW, I think that Chris Forbes makes a good point -- a GS might choose to
> not emit any vertices (e.g., that does fancy culling) -- so maybe this
> debugging message
- Original Message -
> On 04/27/2013 06:57 AM, Zack Rusin wrote:
> > Technically it's legal for geometry shader to not emit any
> > vertices. It's silly, but perfectly legal, so lets make draw
> > stop crashing if it happens.
> >
> > Signed-off-by: Zack Rusin
> > ---
> > src/gallium/aux
On Tue, Apr 30, 2013 at 9:40 AM, Brian Paul wrote:
> On 04/27/2013 06:57 AM, Zack Rusin wrote:
>>
>> Technically it's legal for geometry shader to not emit any
>> vertices. It's silly, but perfectly legal, so lets make draw
>> stop crashing if it happens.
>>
>> Signed-off-by: Zack Rusin
>> ---
>>
On 04/27/2013 06:57 AM, Zack Rusin wrote:
Technically it's legal for geometry shader to not emit any
vertices. It's silly, but perfectly legal, so lets make draw
stop crashing if it happens.
Signed-off-by: Zack Rusin
---
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c |9
- Original Message -
> Technically it's legal for geometry shader to not emit any
> vertices. It's silly, but perfectly legal, so lets make draw
> stop crashing if it happens.
>
> Signed-off-by: Zack Rusin
> ---
> src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c |9
>
Am 27.04.2013 14:57, schrieb Zack Rusin:
> Technically it's legal for geometry shader to not emit any
> vertices. It's silly, but perfectly legal, so lets make draw
> stop crashing if it happens.
>
> Signed-off-by: Zack Rusin
> ---
> src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
It's only silly if the GS *never* emits any verts...
On Sun, Apr 28, 2013 at 12:57 AM, Zack Rusin wrote:
> Technically it's legal for geometry shader to not emit any
> vertices. It's silly, but perfectly legal, so lets make draw
> stop crashing if it happens.
>
> Signed-off-by: Zack Rusin
> ---
Technically it's legal for geometry shader to not emit any
vertices. It's silly, but perfectly legal, so lets make draw
stop crashing if it happens.
Signed-off-by: Zack Rusin
---
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c |9 +
.../auxiliary/draw/draw_pt_fetch_shad
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