Dnia poniedziałek, 18 maja 2009 o 20:21:48 Ian Romanick napisał(a):
> Maciej Cencora wrote:
> > 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).
>
> Is there anything necessary here other than adding the texel fetch
> functions and the other glue to let those formats through?  These are
> fairly common formats for normal maps, so I'd like to see them supported.
>
> > 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.
>
> Those changes look fine.
>
> In addition to the things that Roland mentioned, I don't any specific
> changes for mipmap generation.  It may be that none are needed (RED and
> RG textures just get handled like L and LA).  Have you tested this path?

Nope, I haven't tested mipmaps yet.

> I think we should go ahead and commit these changes to a branch.  We
> should create some piglit tests to hit a few of the common cases.  Once
> we're convinced that there are no glaring holes we should merge the
> branch to master.

Yeah, I agree it will be much easier to track the development.

> Specifically, we should have piglit tests for:
>  - Submitting an RGBA texture with internalFormat = GL_RG, and verify
> that the right stuff gets drawn.

I hope to write this one during this weekend, but I can't promise anything.

>
>  - Read pixels with GL_RED and GL_RG

Maybe that one too if the previous won't be too hard.

>
>  - Mipmap generation of GL_RED and GL_RG textures.  Specifically,
> generate mipmaps from these texture formats, then use LOD clamping to
> force each individual mipmap layer to be used for rendering.
>
>  - Others?
>
> I can write the mipmap test.  Volunteers for the others?


Maciej Cencora


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