On Mon, Oct 21, 2002 at 04:28:12PM -0700, Allen Akin wrote:

> One open question is the usage model for such an extension.  Keith
> suggested that developers will write a small number of code paths, and
> then the app will choose one of these at runtime.  Typically it'll
> choose the "grooviest" path that is accelerated.  I think Ian and I
> mostly agree with this; I don't remember whether Brian went along with
> it.

After the meeting, I thought of another possible usage.  A number of
companies, most notably id Software, are using home-grown shading languages.
Depending on the set of available hardware features, they pick a different
back-end for their shading compiler.

> 1.    We could enumerate a set of features that represent big
>       chunks of functionality.  The app can test for the features it
>       needs at a very high level.  For example:

[snip]

> 2.    We could keep state information that determines whether a
>       fallback occurred.  The app could reset it, perform a few
>       operations, then test it to see if any of those operations
>       caused a fallback.  For example:

[snip]

> 3.    D3D allegedly uses a "pipeline validation" scheme in which you
>       set up the rendering pipeline according to the code path you
>       want to use, then query the driver to see if that path is
>       accelerated.  We could do something similar, though we might
>       want to generalize the query to include the type of drawing
>       operation you want to perform; otherwise there's no way to
>       distinguish between the behavior of, say, drawing triangles vs.
>       glDrawPixels().

[snip]

I think this covers what was discussed pretty well.  I had another thought
about option 3.  Would it be possible to implement that as a different
RenderMode?  In that respect, it would work similarly to HP_occlusion_test.

-- 
Smile!  http://antwrp.gsfc.nasa.gov/apod/ap990315.html


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