(For what it's worth.)
Reviewed-by: Ian Romanick
On 08/08/2014 12:31 AM, Kenneth Graunke wrote:
> Now that we have the data available, we need to expose it to the
> shaders. We can reuse the same vertex element that we use for
> gl_VertexID, but we need to back it by an actual vertex buffer.
>
Now that we have the data available, we need to expose it to the
shaders. We can reuse the same vertex element that we use for
gl_VertexID, but we need to back it by an actual vertex buffer.
A hardware restriction requires that vertex attributes coming from a
buffer (STORE_SRC) must come before a