"README.rst" did not exist on "34a9e4adafe3bc9d41c154ea4161e6efcfa1485d"
v3d: Use stvpmd for non-uniform offsets in GS
The offset for the VPM write for storing outputs from the geometry shader isn’t necessarily uniform across all the lanes. This can happen if some of the lanes don’t emit some of the vertices. In that case the offset for the subsequent vertices will be different in each lane. In that case we need to use the stvpmd instruction instead of stvpmv because it will scatter the values out. Closes: mesa/mesa#3150 Reviewed-by:Iago Toral Quiroga <itoral@igalia.com> Part-of: <mesa/mesa!5621> (cherry picked from commit 3b1c511b)
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