[Mesa-dev] Intel: Please help define the common rectangle primitive type

Jason Ekstrand jason at jlekstrand.net
Wed Aug 24 20:42:10 UTC 2016


On Wed, Aug 24, 2016 at 11:46 AM, Marek Olšák <maraeo at gmail.com> wrote:

> On Fri, Aug 5, 2016 at 1:22 AM, Kenneth Graunke <kenneth at whitecape.org>
> wrote:
> > On Thursday, August 4, 2016 11:28:28 AM PDT Jason Ekstrand wrote:
> >> > > - No cut index (GS is supposed to be fine and Tess looks OK too)
> >> >
> >> > I'd be OK with dropping GS and Tess support for rectangles.
> >>
> >> I don't know that we need to but the docs say cut index doesn't work.
> >
> > Perhaps we should throw a GL error when using rectangles if primitive
> > restart (i.e. cut index) is enabled.
> >
> > I could potentially see GS being useful - maybe someone would want
> > to do layered rendering with rectangles, and generate rectangles
> > for each?  Tessellation on rectangles seems pretty nonsensical.
>
> AMD_vertex_shader_layer is better IMO. I don't think we can do GS +
> rectangles.
>
> The last remaining thing is whether the order of vertices matters for
> Intel.


I think I said this already, but I don't think it actually does.  I know
I've gotten the order wrong in the past with no ill consequences.  That
said, I haven't exhaustively tested it.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/mesa-dev/attachments/20160824/331ce071/attachment-0001.html>


More information about the mesa-dev mailing list