On 09/02/2011 09:06 AM, Paul Berry wrote:
Previously, the old VS backend computed the URB entry size by adding
the number of vertex shader outputs to the size of the URB header.
This often produced a larger result than necessary, because some
vertex shader outputs are stored in the header, so
On 3 September 2011 11:38, Kenneth Graunke kenn...@whitecape.org wrote:
On 09/02/2011 09:06 AM, Paul Berry wrote:
Previously, the old VS backend computed the URB entry size by adding
the number of vertex shader outputs to the size of the URB header.
This often produced a larger result than
Previously, the old VS backend computed the URB entry size by adding
the number of vertex shader outputs to the size of the URB header.
This often produced a larger result than necessary, because some
vertex shader outputs are stored in the header, so they were being
double counted. This patch
On Fri, 2 Sep 2011 09:06:44 -0700, Paul Berry stereotype...@gmail.com wrote:
Previously, the old VS backend computed the URB entry size by adding
the number of vertex shader outputs to the size of the URB header.
This often produced a larger result than necessary, because some
vertex shader
On 2 September 2011 12:59, Eric Anholt e...@anholt.net wrote:
On Fri, 2 Sep 2011 09:06:44 -0700, Paul Berry stereotype...@gmail.com
wrote:
Previously, the old VS backend computed the URB entry size by adding
the number of vertex shader outputs to the size of the URB header.
This often