Zack Rusin wrote:
> On Thursday 16 July 2009 08:33:13 Keith Whitwell wrote:
>> Module: Mesa
>> Branch: master
>> Commit: 4e3002b50fcedf3a6db1ac7394077bc3337ccda1
>> URL:   
>> http://cgit.freedesktop.org/mesa/mesa/commit/?id=4e3002b50fcedf3a6db1ac7394
>> 077bc3337ccda1
>>
>> Author: Keith Whitwell <[email protected]>
>> Date:   Thu Jul 16 00:23:33 2009 +0100
>>
>> tgsi: no need to separately malloc input and output arrays
>>
>> Can now guarantee alignment in the initial allocation of the tgsi exec
>> machine.
> 
>> +   struct tgsi_exec_vector       Inputs[PIPE_MAX_ATTRIBS];
>> +   struct tgsi_exec_vector       Outputs[PIPE_MAX_ATTRIBS];
> 
> This isn't ideal for geometry shaders. The issue is that the easiest way to 
> shimmy geometry shaders into tgsi machine is by simply processing 4 
> primitives 
> at the same time. 
> So for geometry shaders input/output vectors are MAX_VERTICES_PER_PRIMITIVE 
> (which is 6) * PIPE_MAX_ATTRIBS.


Orthogonal to that, I think we want to use PIPE_MAX_SHADER_INPUTS/OUTPUTS:

   struct tgsi_exec_vector       Inputs[PIPE_MAX_SHADER_INPUTS];
   struct tgsi_exec_vector       Outputs[PIPE_MAX_SHADER_OUTPUTS]

since TGSI doesn't know anything about vertex attributes.

And PIPE_MAX_SHADER_INPUTS/OUTPUTS should probably be 32 nowadays, not 16.

-Brian

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