On 07/04/06, Brian Paul <[EMAIL PROTECTED]> wrote: > > Before we get to that point, I'd like to reconsider a few things in > the code. Specifically, the way the tnl and swrast modules interface > in terms of vertex attributes. The span_arrays struct is getting > pretty big (over 800KB now) and the s_tritemp.h code is becoming > unwieldy. There's got to be a better way of handling all the > interpolants and use less memory. >
The GLSL vertex attributes cannot alias with conventional attributes. This makes a total count of 32 vertex attribute vectors. The same apply to varyings, they cannot alias with texcoords. I can only cut in half the fat by tightly packing varyings. This gives 500K of varyings for 4096 viewport width. When I started working with tnl to swrast interface I falsely concluded, by quick look at the structures, that number of vertex attrib slots must be equal to number of fragment attrib (varying) slots. Funny. I suspect there can be an issue regarding vertex attrib aliasing in NV_vp. I can be wrong, but some code assumes VERT_ATTRIB_MAX to be always equal to MAX_VERTEX_PROGRAM_ATTRIBS. And now, when VERT_ATTRIB_MAX is pumped up to 32, it can result in wrong behaviour. > There's a few things that didn't work. > > First, the patch didn't apply cleanly the the CVS trunk. I had to > manually apply a few of the patches. t_vb_arbshader.c was the main one. > > In r300_state.c you need to replace "r300_outputs_written" with "union > r300_outputs_written". In C++ you don't need the 'union', but you do > for C. > > In savetris.c you need to replace _TNL_BIT_TEX1 with _TNL_ATTRIB_TEX1 > at line 880. > > BTW, I'd still like to see the code re-indented to the Mesa standard > someday (3-space indentation, etc) and filtered to remove the carriage > return chars. > Okay, I understand that with this changes I can safely commit the code now. -- Pozdrawiam, Michal Krol ------------------------------------------------------- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid0944&bid$1720&dat1642 _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev