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
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
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
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