> Series looks good though I'm unsure why the pipeline stage doesn't work.
> Where does that decomposition happen? Is that something like GS
> outputting multiple prims in the same topology which all need the same id?

No, it's because the pipeline stage is ran on the decomposed primitives. The 
issue is that the pipeline stage is ran after stream output and stream output 
requires decomposed primitives, meaning that by the time we get to the pipeline 
we lost the original primitive info. The d3d10 wants the primitive id's to be 
injected into vertices but in the order in which they are traversed on the 
original (striped) primitives, so we need to do it when doing the original 
decomposition where we have access to the original topology and can number the 
vertices correctly.

z
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to