Roland Scheidegger wrote:
> Rune Petersen wrote:
>> Roland Scheidegger wrote:
>>> Adam K Kirchhoff wrote:
>>>> Just thought I'd post some updated benchmarks of Doom3.  These
>>>> were all run with the first timedemo at 640x480, and (for the
>>>> open source drivers) with ColorTiling turned on in the xorg.conf
>>>> file.  I'll list all tests with the open source drivers first:
>>>>
>>>> x700 + r300 (with arb renderer) - 5.5 FPS (There's not much point
>>>> in testing it with the r200 or arb2 renderers at the moment.)
>>> What's the problem with arb2?
>>
>> fragment.position input is not implemented yet. fglrx driver parses
>> it from VP to FP via a texcoord route. I've been hitting my head on
>> this for some time. Only got as far as only getting a soft lockup
>> which isn't very useful.
> That kinda makes sense. On r200 you could already pass vertex data to
> the fragment registers (but you couldn't use position as input), so the
> data was interpolated by the texcoord interpolator but texture lookup
> was disabled (see the ATI_fs spec / r200 dri implementation). At first
> sight looks like a similar mechanism might be used by r300 I guess,
> interpolating position or texcoords isn't too different is it?
> 

I've had been looking into this, and the vertex shader is supplying the
position to the fragment shader as a texcoord, the only apparent
difference in shader setup between a position and a real texcoord, is a
real texcoord is supplied as input for the vertex shader.


I would really like to capture the vertex program of
program/fp/tri-depth and the fglrx driver.

But I'm betting the vertex shader is capable of writing to a texcoord.
All I need is a safe way for the vertex shader code to know if the
fragment shader needs the position.

Any help with this would be great.


Rune Petsen

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