Age | Commit message (Collapse) | Author |
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spotted by Vinson
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we kept overwriting the first attribute of a vertex in a single-stream-
out-buffer case
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register masks, multiple output buffers, multiple primitives,
non-linear vertices (elts) and stride semantics.
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Keith came up with a new way of running the pipeline which involves passing
a few info structs around (for fetch, vertices and prims) and allows us
to correctly handle cases where we endup with multiple primitives generated
by the pipeline itself.
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plus used the correctly specified stride
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interface wise we have everything needed by d3d10 and gl transform feedback.
the draw module misses implementation of some corner cases (e.g. when stream
output wants different number of components per output than normal rendering
paths)
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