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
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