> When I said it won't work with decent hardware, I really meant it won't > work due to compression. Now, it's quite possible this can be disabled > on any chip, but you don't know that before hence you need to jump > through hoops to get an uncompressed version of your compressed buffer > later.
Well, you can render to a compressed depth buffer and then bind it as a depth texture (routinely done for shadows), so there needs to be a way to get compressed data to the sampler either directly or via the driver automagically converting it with a blit beforehand. Of course, this may not actually work for stencil too, or might not allow to let you interpret depth as 8-bit color components, or perhaps not use directly as a render target, but it seems possible, especially on modern flexible hardware and on older dumber hardware that lacks/doesn't force compression. I haven't checked any hardware docs though, beyond the fact that nvfx currently doesn't support any compression and thus can "just do it". ------------------------------------------------------------------------------ This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev