Re: [Mesa-dev] [PATCH v2 1/3] i965: Introduce a MOV_INDIRECT opcode.

2015-11-12 Thread Jason Ekstrand
On Thu, Nov 12, 2015 at 8:52 PM, Kenneth Graunke wrote: > On Thursday, November 12, 2015 07:27:31 PM Jason Ekstrand wrote: >> On Wed, Nov 11, 2015 at 12:02 PM, Kenneth Graunke >> wrote: >> > The geometry and tessellation control shader stages both read from >> > multiple URB entries (one per ver

Re: [Mesa-dev] [PATCH v2 1/3] i965: Introduce a MOV_INDIRECT opcode.

2015-11-12 Thread Kenneth Graunke
On Thursday, November 12, 2015 07:27:31 PM Jason Ekstrand wrote: > On Wed, Nov 11, 2015 at 12:02 PM, Kenneth Graunke > wrote: > > The geometry and tessellation control shader stages both read from > > multiple URB entries (one per vertex). The thread payload contains > > several URB handles whic

Re: [Mesa-dev] [PATCH v2 1/3] i965: Introduce a MOV_INDIRECT opcode.

2015-11-12 Thread Jason Ekstrand
On Wed, Nov 11, 2015 at 12:02 PM, Kenneth Graunke wrote: > The geometry and tessellation control shader stages both read from > multiple URB entries (one per vertex). The thread payload contains > several URB handles which reference these separate memory segments. > > In GLSL, these inputs are re

[Mesa-dev] [PATCH v2 1/3] i965: Introduce a MOV_INDIRECT opcode.

2015-11-11 Thread Kenneth Graunke
The geometry and tessellation control shader stages both read from multiple URB entries (one per vertex). The thread payload contains several URB handles which reference these separate memory segments. In GLSL, these inputs are represented as per-vertex arrays; the outermost array index selects w