Dnia sobota, 16 maja 2009 o 19:11:43 Maciej Cencora napisał(a):
> Dnia sobota, 9 maja 2009 o 15:02:56 Maciej Cencora napisał(a):
> > 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?
> >
> > Regards,
> > Maciej Cencora
>
> Here's first version of the patch. It's based on Ian Romanick's patch with
> some modifications:
> - renamed _mesa_texformat_r to _mesa_texformat_red, MESA_FORMAT_R to
> MESA_FORMAT_RED and similar,
> - remove RG16 and R16 formats related code (mesa lacks support fixed point
> 16bit per component textures).
>
> I haven't implemented support for R8I, R8UI, RG8I and RG16UI because mesa
> lacks support for EXT_texture_integer extension.
>
> Most of the code seems pretty straight, the only thing I'm not sure about
> are the chunks for texstate.c file.
>
> I've tested these patches with attached demo (based on
> progs/tests/texobj.c). Results:
> R8 and RG8 textures works in swrast and r300,
> R32F and RG32F works on r300,
> R16F and RG16F doesn't work on r300 (don't know why).
>
> Floating point format won't work on swrast because it doesn't support
> ARB_texture_float.
>
> There are some legal issues with ARB_texture_float extension, so mesa
> advertises MESAX_texture_float. What's the difference between these two
> extensions? Where is the MESAX_texture_float specification?
>
> Attached files:
> 0001-Implement-a-big-chunk-of-GL_ARB_texture_rg-in-swrast.patch - Ian's
> patch 0002-mesa-add-support-for-ARB_texture_rg.patch - my patch
> 0003-r300-add-support-for-ARB_texture_rg-extension.patch - my patch
> combined.patch - combined 0001 and 0002 for easier review
> texobjrg.c - test app
>
> Please review and comment
>
> Regards,
> Maciej Cencora

One more thing. ARB_texture_rg spec mentions new compressed internal formats 
COMPRESSED_RED and COMPRESSED_RG but doesn't define these tokens. Is this 
intentional?

Maciej Cencora

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