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
> 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
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
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
> 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
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
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;
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
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;
}
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
> 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
11 matches
Mail list logo