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

Marek Olšák maraeo at gmail.com
Wed Aug 24 21:42:32 UTC 2016


On Wed, Aug 24, 2016 at 10:42 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> 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.

Well, if you say "I don't think", it means "I don't know for sure".
But OK, I'll assume the order doesn't matter.

Marek


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