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 ------------------------------------------------------------------------------ Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
