On 22 January 2014 08:20, Kenneth Graunke <kenn...@whitecape.org> wrote:
> On 01/22/2014 06:07 AM, Paul Berry wrote: > > @@ -376,25 +376,48 @@ _mesa_compute_max_transform_feedback_vertices( > > **/ > > > > > > +/** > > + * Figure out which stage of the pipeline is the source of transform > feedback > > + * data given the current context state, and return its > gl_shader_program. > > + * > > + * If no active program can generate transform feedback data (i.e. no > vertex > > + * shader is active), returns NULL. > > + */ > > +static struct gl_shader_program * > > +get_xfb_source(struct gl_context *ctx) > > +{ > > + int i; > > + for (i = MESA_SHADER_FRAGMENT - 1; i >= MESA_SHADER_VERTEX; i--) { > > I think this would be clearer as: > > for (i = MESA_SHADER_GEOMETRY; i >= MESA_SHADER_VERTEX; i--) { > ... > } > > Note that the pipeline ordering is: > Vertex -> Tess. Control -> Tess. Eval -> Geometry -> Transform Feedback > (http://www.opengl.org/wiki/Rendering_Pipeline_Overview) > > So either implementation would work even with tessellation shaders. > > Either way, this series is: > Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> > Cc: 10.0 <mesa-sta...@lists.freedesktop.org> > > That's a good point--I like your suggestion. Thanks for the review!
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