-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Brian Paul wrote:
> Another thought is to move some traditional per-fragment operations into > the fragment program itself. Alpha test, for example, may no longer > exist in OpenGL 3.0; it would be up to the user to encode the test in > their shader. > > With software rendering, we have the potential to do almost everything > in the fragment shader. One idea I had is to add a new input register > to fragment programs which is the current framebuffer color. We could > use that to do blending/masking/etc. in the program. Normally, this > would be hidden, but it could be exposed as an interesting new OpenGL > extension (and something unique to Mesa). The other option is to add another shader stage for post-fragment operations. This is roughly analogous to how geometry shaders are implemented. When I've thought about this in the past, I had only considered using it to replace alpha blending and stencil operations. I don't see any reason why we couldn't also implement alpha and stencil testing in the same stage. I'm a bit nervous about including depth testing. It seems like that would cause issues with early Z test. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) iD8DBQFGl8XBX1gOwKyEAw8RAgloAJ9GTSUyQ9hTzDEokKyWrFSLIfN+IACfeU+P dyuD4f/+XISaVX6CoaaaUcE= =3HhZ -----END PGP SIGNATURE----- ------------------------------------------------------------------------- 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 [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
