Zack Rusin wrote: > hey, > > i've been playing around with geometry shaders in my spare time and finally > got > them to a basically working state. "basically working" implies a high > likelihood of many bugs, but bugs that i'd like to get fixed for 7.7 or the > very latest 7.8. so i'd like to merge arb_geometry_shaders4 as soon as > possible to master. > > it's quite a huge diff, weighting at many thousands lines of code (30000+ but > that includes the auto-generated api code) because it affects many parts of > mesa. fortunately the no-geometry-shader paths should stay exactly the same > and so the execution of those should be completely unchanged after the patch > lands. the only driver which implements geometry shading right now is the > gallium software driver, all other drivers work exactly as they have been > working. > > as mentioned geometry shading software support is only implemented in gallium > (in the draw module along the vertex shading). while the old mesa paths > obviously have the all the infrastructure work done to be able to implement > geometry shading, personally i just won't bother with it. > > having said that there's a few bugs that i know about, some of them harder > than the others, in particular: > - support for adjoining primitives is currently busted > - sampling in the geometry shader probably doesn't work (to be honest i > haven't yet tested it, but i doubt that it's working since the textures come > in a multi-dimensional array and we don't handle that right yet) > - we don't switch around primitives in the draw module (that's pretty trivial > to fix, meaning that if input to geometry shader is gl_points, but output is > gl_triangle_strip we don't actually do that) > - the linking code in st_program.c and st_atom_shader.c is very fragile. > that's not necessarily a bug but that code is getting way too complex. > - cleanups. i got some debugging output/code left in there. > > in general though none of those should be too difficult to fix, but it'd be a > good idea to figure out if we want geometry shaders in 7.7 or 7.8. > as always with large patches that touch a lot of the code, keeping up to date > with master is becoming a bit of an issue which is why i'd like to have the > merge plan nailed down sooner rather than later.
I have no issues with merging this to master whenever you want. Sounds like regressions are unlikely, but I'm sure we can fix any that might happen. Nice work! -Brian ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
