[Mesa-dev] [PATCH-RFC] draw: Rewrite primitive decomposer
zackr at vmware.com
Tue Aug 3 09:03:41 PDT 2010
On Tuesday 03 August 2010 11:41:02 Chia-I Wu wrote:
> On Tue, Aug 3, 2010 at 9:40 PM, Zack Rusin <zackr at vmware.com> wrote:
> > I'm not sure if should, if adjacency primitives are set there should
> > always be a gs and if not we should set a pass-through gs should which
> > just emits triangles.
> There is no pass-through GS right now, but it is something I'd like to look
> into after this change (and some tuning work).
> It should be required by
> the non-pipeline path. Besides, as GS may output more vertices than its
> input, it may be a problem if the number of output vertices exceeds
> vbuf_render's limit. I'd like to see if they can be solved altogether.
> I don't think the current behavior is correct for D3D, if I understand the
> diagram correctly.
It is for data vertices. The question is, as I mentioned in the first email,
whether the two following adjacency vertices need to be swapped. I had a
testcase for this stuff but I don't remember if I tested adjacency vertex
placement or whether that was a typo.
> The difference between D3D and OpenGL seems to be only
> in the provoking conventions. In the diagram, there are 14 vertices which
> will generate 5 triangles
> vertices adjacent verts
> i=0 0,2,4 1,6,3
> i=1 2,4,6 0,8,5
and so on. If you have a testcase that shows which way it is, great, lets
change it (aka fix it). Otherwise I'm just not too excited about changing code
that was working with the (corny) testcases it had for something without any.
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