On Sat, May 9, 2009 at 7:02 AM, Maciej Cencora <[email protected]> wrote: > Hi, > > I'd like to implement ARB_texture_rg support in core mesa and then in r300 > driver. > What files I'd have to modify to implement it in core mesa? Will I have to > implement any new functions, or this will be mostly adding new switch cases? > > I guess the first thing would be to create new ARB_texture_rg.xml file in > glapi dir and include it in gl_API.xml. What then?
In src/mesa/main/texformat.[ch] you'll need to add the new format info. In src/mesa/main/teximage.c you'll need to update the various format/type error checking functions to accept the new RG formats. In src/mesa/main/texstore.c you'll have to write "store" functions to convert the user-provided texture data into the target RG format. Finally, you'll have to update the driver(s) as needed to handle the new format. That's pretty much it, off the top of my head. -Brian ------------------------------------------------------------------------------ The NEW KODAK i700 Series Scanners deliver under ANY circumstances! Your production scanning environment may not be a perfect world - but thanks to Kodak, there's a perfect scanner to get the job done! With the NEW KODAK i700 Series Scanner you'll get full speed at 300 dpi even with all image processing features enabled. http://p.sf.net/sfu/kodak-com _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
