Re: [Mesa-dev] Mesa/Gallium overall design

2010-04-11 Thread Corbin Simpson
On Sun, Apr 11, 2010 at 11:00 PM, Luca Barbieri wrote: >> If you believe that it is easier to implement features on your hardware by >> straying from Gallium or Mesa interfaces, you are welcome to do so. > > I don't understand what you mean. > As far as I know, the classic Mesa interfaces cover al

Re: [Mesa-dev] Mesa/Gallium overall design

2010-04-11 Thread Luca Barbieri
> If you believe that it is easier to implement features on your hardware by > straying from Gallium or Mesa interfaces, you are welcome to do so. I don't understand what you mean. As far as I know, the classic Mesa interfaces cover all OpenGL features, since they don't abstract much. The discuss

[Mesa-dev] fixed function vertex program and point sprites

2010-04-11 Thread Dave Airlie
So I've been trying to make r300g do point sprites for a few days now, and I've pulled out quite a lot of hair blaming pieces of hardware along with random r300g states. I finally noticed I was getting vertex emits for texcoords, which I really shouldn't have, and the radeon hw once the VP gets as

Re: [Mesa-dev] Mesa/Gallium overall design

2010-04-11 Thread Corbin Simpson
If you believe that it is easier to implement features on your hardware by straying from Gallium or Mesa interfaces, you are welcome to do so. Posting from a mobile, pardon my terseness. ~ C. On Apr 11, 2010 6:53 PM, "Luca Barbieri" wrote: > include this deprecated GL feature While it is depre

[Mesa-dev] Mesa/Gallium overall design

2010-04-11 Thread Luca Barbieri
> include this deprecated GL feature While it is deprecated by Khronos, I'm not sure it will every go away. nVidia explicitly states they have no intention to drop the compatibility profile and even intend to keep it performing optimally. While I couldn't find any statement from ATI, it seems unli

Re: [Mesa-dev] [Mesa3d-dev] r300g: hack around issue with doom3 and 0 stride

2010-04-11 Thread Keith Whitwell
On Sun, Apr 11, 2010 at 6:38 PM, Keith Whitwell wrote: > On Sun, Apr 11, 2010 at 9:33 AM, Luca Barbieri wrote: >> Why? >> >> At least all nVidia cards directly support this, and it allows code like >> this: >> >> hw_set_vertex_attrib(idx, v) >> { >>    write command to set vertex attrib on GPU f

Re: [Mesa-dev] [Mesa3d-dev] r300g: hack around issue with doom3 and 0 stride

2010-04-11 Thread Keith Whitwell
On Sun, Apr 11, 2010 at 9:33 AM, Luca Barbieri wrote: > Why? > > At least all nVidia cards directly support this, and it allows code like this: > > hw_set_vertex_attrib(idx, v) > { >    write command to set vertex attrib on GPU fifo >    write idx on GPU fifo >    write v on GPU fifo >    return;

Re: [Mesa-dev] [Mesa3d-dev] r300g: hack around issue with doom3 and 0 stride

2010-04-11 Thread Christoph Bumiller
On 11.04.2010 09:32, Luca Barbieri wrote: >> I'd like to get rid of the zero stride concept and require the state tracker >> to either turn those values into proper constant (easy now we can bind >1 >> constant buffer) >> > Wouldn't that require changing and recompiling the vertex shaders, > r

Re: [Mesa-dev] [Mesa3d-dev] r300g: hack around issue with doom3 and 0 stride

2010-04-11 Thread Luca Barbieri
Why? At least all nVidia cards directly support this, and it allows code like this: hw_set_vertex_attrib(idx, v) { write command to set vertex attrib on GPU fifo write idx on GPU fifo write v on GPU fifo return; } glColor() { pipe->set_vertex_attrib(COLOR, v); return; }

Re: [Mesa-dev] [Mesa3d-dev] r300g: hack around issue with doom3 and 0 stride

2010-04-11 Thread Marek Olšák
On Sun, Apr 11, 2010 at 9:32 AM, Luca Barbieri wrote: > IMHO what could be done is to add an explicit API for that instead > ("set_vertex_attrib") and have a special vertex buffer index in the > vertex element state that means "I'll call set_vertex_attrib for this > element". > > As an additional

Re: [Mesa-dev] [Mesa3d-dev] r300g: hack around issue with doom3 and 0 stride

2010-04-11 Thread Luca Barbieri
> I'd like to get rid of the zero stride concept and require the state tracker > to either turn those values into proper constant (easy now we can bind >1 > constant buffer) Wouldn't that require changing and recompiling the vertex shaders, reading the constants from the driver anyway, or just bind