[Mesa-dev] [PATCH 09/18] glsl: Store info about geometry shaders that emit vertices to non-zero streams.

2014-06-11 Thread Iago Toral Quiroga
On Intel hardware when a geometry shader outputs GL_POINTS primitives we only need to emit vertex control bits if it emits vertices to non-zero streams, so use a flag to track this. This flag will be set to TRUE when a geometry shader calls EmitStreamVertex() or EndStreamPrimitive() with a

Re: [Mesa-dev] [PATCH 09/18] glsl: Store info about geometry shaders that emit vertices to non-zero streams.

2014-06-11 Thread Chris Forbes
I think you need to set this if *any* geometry shader in the program tries to use a nonzero stream. Currently it looks like the last shader wins. On Wed, Jun 11, 2014 at 7:49 PM, Iago Toral Quiroga ito...@igalia.com wrote: On Intel hardware when a geometry shader outputs GL_POINTS primitives we