Ian Romanick wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
> 
> About a year and a half ago, I posted a spec to the OpenGL extension
> registry for what is now known as array textures.  At the time, this was
> the basis of a paper that I was writing for SIGGRAPH 2006.  Unbeknown to
> me, this functionality was implemented in the as yet unreleased Xbox360,
> so my paper was not terribly relevant.  In part because of this, my
> patches that implemented the extension languished.
> 
> Since that time, Nvidia has released a very similar spec, and interest
> in the functionality has increased.  There really is a lot of cool stuff
> that can be done very easily with array textures.  I have decided to
> revive my patches and update my previous extension spec.
> 
> Array textures are currently exposed via 3 different extensions.  Each
> is listed with a brief summary below.
> 
> MESAX_texture_stack:
>     - Fragment (and vertex) assembly programs supported.
>     - GLSL not supported.
>     - Shadow sampling not supported.
>     - Texture compression not spec'ed.
>     - Array elements are accessed using normalized coordinates [0, 1].
>     - Array elements attached to FBOs using FramebufferTexture[23]D.
> 
> EXT_texture_array:
>     - Fragment (and vertex) assembly programs not supported.
>     - GLSL supported.
>     - Shadow sampling supported.
>     - Texture compression spec'ed.
>     - Array elements are accessed using unnormalized coordinates
>       [0, n-1].
>     - Array elements attached to FBOs using FramebufferTextureLayer.
> 
> NV_gpu_program4:
>     - Extends EXT_texture_array to support assembly programs.
>     - Requires previous NV assembly extensions.
>     - Adds a bunch of other functionality as well.
> 
> My intention is to update the MESAX extension, and create a new
> extension called MESA_texture_array.  This extension will be something
> of a cross between the existing MESAX extension and EXT_texture_array.
> The primary difference will be that assembly programs are supported (via
> the same mechanism as the existing MESAX) while GLSL is not.
> 
> I have chosen this route for a couple reasons.  From my previous patch,
> I already have assembly program modifications made.  I would also like
> to see a route to expose this functionality to assembly programs without
> requiring all of the other Nvidia-isms.  There are also changes planed
> for the GLSL infrastructure, so I'm reluctant to make big changes there.
> 
> I've got quite a bit implemented already, but it's not quite done.
> Specifically, I need to add FBO support and mipmap generation.  I also
> need to update the spec and tidy up some bits of the code.
> 
> Here's my big question...should I hold off on this altogether until
> after Mesa 7.0, should I start a new branch, or should I push forward
> for inclusion in Mesa 7.0?

Let's save this for post-7.0.

I'll create mesa_7_0_branch in git right away.  That'll be for 7.0 bug 
fixes only and the trunk will be re-open for new development.

-Brian


-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Mesa3d-dev mailing list
Mesa3d-dev@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to