On Thu, 2016-12-01 at 22:22 -0800, Jason Ekstrand wrote:
> +Ken
>
> On Thu, Dec 1, 2016 at 10:17 PM, Jason Ekstrand > wrote:
> > I'm not sure how I feel about this one. It seems like it would
> > almost be easier to just pick one convention or the other for NIR
> > and
On Thu, Dec 1, 2016 at 10:22 PM, Jason Ekstrand
wrote:
> +Ken
>
> On Thu, Dec 1, 2016 at 10:17 PM, Jason Ekstrand
> wrote:
>
>> I'm not sure how I feel about this one. It seems like it would almost be
>> easier to just pick one convention or the
I'm not sure how I feel about this one. It seems like it would almost be
easier to just pick one convention or the other for NIR and adjust one of
the drivers accordingly. I don't know that I have a huge preference which
convention we choose. I guess the Vulkan convention matches our hardware a
One difference between OpenGL and Vulkan regarding 64-bit vertex
attribute types is that dvec3 and dvec4 consumes just one location in
OpenGL, while in Vulkan it consumes two locations.
Thus, in OpenGL for each dvec3/dvec4 vertex attrib we mark just one bit
in our internal inputs_read bitmap (and