Am 27.02.2013 14:11, schrieb Jose Fonseca:
> Looks good.
>
> I think the u_surface change could go in separately though.
Ok.
>
> BTW, now that we can render/sampler from buffers,
> llvmpipe_is_resource_referenced needs to be updated: buffer may be referenced
> if they have BIND_SAMPLER/RENDERT
Looks good.
I think the u_surface change could go in separately though.
BTW, now that we can render/sampler from buffers,
llvmpipe_is_resource_referenced needs to be updated: buffer may be referenced
if they have BIND_SAMPLER/RENDERTARGET.
Weshould do something like if !BIND_SAMPLER/RENDERTARG
Am 27.02.2013 12:05, schrieb Christoph Bumiller:
> On 27.02.2013 10:44, Jose Fonseca wrote:
>> - Original Message -
>>> What is this good for? Is it for UAVs? (unordered access views)
>> No, it is just a standard D3D10 feature:
>> http://msdn.microsoft.com/en-gb/library/windows/desktop/bb2
On 27.02.2013 10:44, Jose Fonseca wrote:
> - Original Message -
>> What is this good for? Is it for UAVs? (unordered access views)
> No, it is just a standard D3D10 feature:
> http://msdn.microsoft.com/en-gb/library/windows/desktop/bb204897.aspx
>
> Not sure if there's a particular use cas
- Original Message -
> What is this good for? Is it for UAVs? (unordered access views)
No, it is just a standard D3D10 feature:
http://msdn.microsoft.com/en-gb/library/windows/desktop/bb204897.aspx
Not sure if there's a particular use case for it (e.g, maybe DirectCompute uses
this exte
What is this good for? Is it for UAVs? (unordered access views)
For UAVs, I think there is ARB_shader_storage_buffer_object and
pipe_context::set_shader_resources.
Marek
On Wed, Feb 27, 2013 at 3:18 AM, wrote:
> From: Roland Scheidegger
>
> Unfortunately not usable from OpenGL, and no cap bit
From: Roland Scheidegger
Unfortunately not usable from OpenGL, and no cap bit.
Pretty similar to a 1d texture, though allows specifying a start element.
The util code for handling clears also needs adjustments (and fix
a bug causing crashes for handling pure integer formats there too).
---
src/g