On Sat, Jan 30, 2010 at 5:13 AM, Roland Scheidegger <srol...@vmware.com> wrote:
> On 30.01.2010 13:06, Corbin Simpson wrote:
>> Handful of random things bugging me.
>
>> 2) progs/tests/drawbuffers and progs/tests/drawbuffers2, and possibly
>> others, segfault with both softpipe and the HW driver at
>> sl_pp_version.c:45. I think there's some codegen going on there? At
>> any rate, if anybody has any hints on how to solve it, that'd be nice.
> Works for me (with softpipe).

Curses, looks like I'll have to dig in myself. Thanks though.

>>
>> 6) GL_ARB_shadow_ambient and texture compare-fail values. A comment in
>> the fragment constants reads, "Since Gallium doesn't support
>> GL_ARB_shadow_ambient, this is always (0,0,0,0), right?"
> I'd think so. This extension isn't in core GL (and d3d can't do it
> neither), and AFAIK there's no hardware (which doesn't emulate the
> shadow functionality in the fragment shader) which could actually do it.

Alrighty. I just won't worry about it. I wonder if I can get my
compiler to not bother asking for those values, or to do a swizzle to
0 for those.

>> Another
>> comment reads, "Gallium doesn't provide us with any information
>> regarding this mode, so we are screwed. I'm setting 0 = LUMINANCE,"
>> above the texture compare modes. I don't really like that section of
>> code, but it probably can't get cleaner, right?
> Yes, that's not very clean, but there doesn't seem to be an easy
> solution for this. Exposing this in gallium only seems marginally
> useful, since again modern hardware can't really do anything useful with
> that information neither. Maybe would need to tweak the shader if
> actually the "wrong" channels are used (probably shouldn't be the
> driver's responsibility to do this), but I guess assuming default
> LUMINANCE works just fine usually. New OGL won't have that problem...

New OGL? GL3? Sweet.

>>
>> 7) Is there more information on the dual-source blend modes? I'm not
>> sure if I can do them; might have to bug AMD for the register values.
> Pretty sure most pre-DX10 hardware can't do that, the blend unit just
> doesn't have access to multiple source colors.
> I've attached a small patch which shows how softpipe implements it.
> (But I still need to write a testcase probably for the python
> statetracker to see if it actually works...).
> Pretty easy really, just using pixel shader color outputs 0 and 1 for
> blending (note that in this form this restricts dual source blending to
> one render target, this is the same restriction DX10 enforces, and if
> you look at i965 docs it actually has this restriction in hardware).

Alright, I'll clean those up, maybe with a comment.

>>
>> I think that's it for now. Sorry for all the questions, but I'm really
>> starting to get a good handle on the hardware and interface, and I'm
>> ready to start beating the classic driver in serious benchmarks; I
>> think that r300's probably the most mature driver alongside nv50 and
>> maybe nv40.
> Great!
>
> Roland
>

And starting to get rid of all those XXX, too. :3

~ C.

-- 
Only fools are easily impressed by what is only
barely beyond their reach. ~ Unknown

Corbin Simpson
<mostawesomed...@gmail.com>

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