Sounds good to me.
Marek
On Sat, Aug 15, 2015 at 5:04 PM, Ilia Mirkin wrote:
> Let me put this another way... if anyone is strongly opposed to this
> plan, please speak up now. Otherwise I'll push this before the
> branchpoint (again, without actually enabling the ext).
>
> On Wed, Aug 12, 2015
Let me put this another way... if anyone is strongly opposed to this
plan, please speak up now. Otherwise I'll push this before the
branchpoint (again, without actually enabling the ext).
On Wed, Aug 12, 2015 at 3:17 PM, Ilia Mirkin wrote:
> As I'm guessing that it's unlikely that the VMWare impl
As I'm guessing that it's unlikely that the VMWare implementation will
get upstreamed before the Mesa 11.0 branch point, how do people feel
about including the below implementation *without* the extension
enable? That way people will still be able to run bioshock infinite
without resorting to patch
I just realized that there's actually another difference if you'd use
the util_is_format_compatible to see whether resource_copy_region may be
used: d3d style, this would exclude things like rg16 being compatible
with r32 completely, swizzled or not (this is how d3d10 typeless groups
work). Granted
I don't think resource_copy_region is a good match for all possible
cases that can occur with ARB_copy_image and I extensively explained
this to Ilia on IRC. The format swizzling is the problem.
Assume you have a copy from RGBA8 to R32F. This is equivalent to
copying RGBA8 to RGBA8, because it's j
Am 21.07.2015 um 02:10 schrieb Ilia Mirkin:
> On Mon, Jul 20, 2015 at 7:53 PM, Roland Scheidegger
> wrote:
>> Am 20.07.2015 um 22:46 schrieb Ilia Mirkin:
>>> On Mon, Jul 20, 2015 at 3:53 PM, Brian Paul wrote:
On 07/20/2015 01:19 PM, Ilia Mirkin wrote:
> On Mon, Jul 20, 2015 at 2:44
On Mon, Jul 20, 2015 at 7:53 PM, Roland Scheidegger wrote:
> Am 20.07.2015 um 22:46 schrieb Ilia Mirkin:
>> On Mon, Jul 20, 2015 at 3:53 PM, Brian Paul wrote:
>>> On 07/20/2015 01:19 PM, Ilia Mirkin wrote:
>>>
On Mon, Jul 20, 2015 at 2:44 PM, Ilia Mirkin wrote:
>
> Hi Brian,
>
>
Am 20.07.2015 um 22:46 schrieb Ilia Mirkin:
> On Mon, Jul 20, 2015 at 3:53 PM, Brian Paul wrote:
>> On 07/20/2015 01:19 PM, Ilia Mirkin wrote:
>>
>>> On Mon, Jul 20, 2015 at 2:44 PM, Ilia Mirkin wrote:
Hi Brian,
You marked off ARB_copy_image (and ARB_clear_texture) as in-progr
On Mon, Jul 20, 2015 at 3:53 PM, Brian Paul wrote:
> On 07/20/2015 01:19 PM, Ilia Mirkin wrote:
>
>> On Mon, Jul 20, 2015 at 2:44 PM, Ilia Mirkin wrote:
>>>
>>> Hi Brian,
>>>
>>> You marked off ARB_copy_image (and ARB_clear_texture) as in-progress
>>> by VMware some months ago -- has there been a
Theoretically resource_copy_region should be the right function for
that. Both ARB_copy_image and d3d10 ResourceCopyRegion define this as
essentially the equivalent of memcpy.
I guess the difficulty is that GL's view classes are a bit different
compared to d3d10 typeless groups - d3d10 doesn't allo
On 07/20/2015 01:19 PM, Ilia Mirkin wrote:
On Mon, Jul 20, 2015 at 2:44 PM, Ilia Mirkin wrote:
Hi Brian,
You marked off ARB_copy_image (and ARB_clear_texture) as in-progress
by VMware some months ago -- has there been any movement on that? It
appears that Bioshock Infinite requires ARB_copy_im
On Mon, Jul 20, 2015 at 2:44 PM, Ilia Mirkin wrote:
> Hi Brian,
>
> You marked off ARB_copy_image (and ARB_clear_texture) as in-progress
> by VMware some months ago -- has there been any movement on that? It
> appears that Bioshock Infinite requires ARB_copy_image so might be
> nice to get that ad
Hi Brian,
You marked off ARB_copy_image (and ARB_clear_texture) as in-progress
by VMware some months ago -- has there been any movement on that? It
appears that Bioshock Infinite requires ARB_copy_image so might be
nice to get that added in.
The complication in implementing ARB_copy_image was tha
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