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Normally the driver & compiler work together to use as few 3DSTATE_VERTEX_ELEMENTS/VERTEX_BUFFER_ELEMENT data as possible. The compiler ignores unused bits and driver avoids emitting the corresponding elements in 3DSTATE_VERTEX_ELEMENTS. For device generated commands, we want an 3DSTATE_VERTEX_ELEMENTS programming that is independent from the shader so that we can implement indirect pipeline binding without complicating the generation shader as well as emitting fewer generated commands. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32418> |
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| isl | ||
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| perf | ||
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| vulkan | ||
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