On Thu, Aug 25, 2011 at 5:42 AM, Zack Rusin za...@vmware.com wrote:
On Wednesday, August 24, 2011 10:14:48 PM Bryan Cain wrote:
Like Dave said, the GLSL-TGSI translator needs to account for this.
Probably not, at least yet. All of those instructions are DX10.1 level
instructions which support
On 25.08.2011 06:42, Zack Rusin wrote:
On Wednesday, August 24, 2011 10:14:48 PM Bryan Cain wrote:
Like Dave said, the GLSL-TGSI translator needs to account for this.
Probably not, at least yet. All of those instructions are DX10.1 level
instructions which support splitting of samplers and
On Thursday, August 25, 2011 04:30:26 PM Christoph Bumiller wrote:
Putting the resource type in the resource declaration instead of the
instruction isn't necessarily smart considering indirect resource access
... I just hope the person implementing it remembers to provide a base
array address
On 25.08.2011 22:40, Zack Rusin wrote:
On Thursday, August 25, 2011 04:30:26 PM Christoph Bumiller wrote:
Putting the resource type in the resource declaration instead of the
instruction isn't necessarily smart considering indirect resource access
... I just hope the person implementing it
On 25.08.2011 22:42, Christoph Bumiller wrote:
On 25.08.2011 22:40, Zack Rusin wrote:
On Thursday, August 25, 2011 04:30:26 PM Christoph Bumiller wrote:
Putting the resource type in the resource declaration instead of the
instruction isn't necessarily smart considering indirect resource access
On Thursday, August 25, 2011 04:42:21 PM Christoph Bumiller wrote:
Of course -4 isn't a valid resource, I just meant to emphasize that I
cannot tell at all the resource to be accessed.
ADDR[0].x - 4 should of course be = 0 and valid.
And, maybe it seems silly to you, but OpenGL allows it.
Any reasons
{ 1, 2, 0, 0, 0, 0, LOAD,TGSI_OPCODE_LOAD },
{ 1, 2, 0, 0, 0, 0, LOAD_MS, TGSI_OPCODE_LOAD_MS },
{ 1, 3, 0, 0, 0, 0, SAMPLE, TGSI_OPCODE_SAMPLE },
{ 1, 4, 0, 0, 0, 0, SAMPLE_B,TGSI_OPCODE_SAMPLE_B },
{ 1, 4, 0, 0, 0, 0, SAMPLE_C,
- Original Message -
Any reasons
{ 1, 2, 0, 0, 0, 0, LOAD,TGSI_OPCODE_LOAD },
{ 1, 2, 0, 0, 0, 0, LOAD_MS, TGSI_OPCODE_LOAD_MS },
{ 1, 3, 0, 0, 0, 0, SAMPLE, TGSI_OPCODE_SAMPLE },
{ 1, 4, 0, 0, 0, 0, SAMPLE_B,TGSI_OPCODE_SAMPLE_B },
{ 1, 4, 0, 0,
On Wed, Aug 24, 2011 at 1:26 PM, Michal Krol mic...@vmware.com wrote:
- Original Message -
Any reasons
{ 1, 2, 0, 0, 0, 0, LOAD, TGSI_OPCODE_LOAD },
{ 1, 2, 0, 0, 0, 0, LOAD_MS, TGSI_OPCODE_LOAD_MS },
{ 1, 3, 0, 0, 0, 0, SAMPLE, TGSI_OPCODE_SAMPLE },
{ 1,
On 08/24/2011 07:26 AM, Michal Krol wrote:
- Original Message -
Any reasons
{ 1, 2, 0, 0, 0, 0, LOAD,TGSI_OPCODE_LOAD },
{ 1, 2, 0, 0, 0, 0, LOAD_MS, TGSI_OPCODE_LOAD_MS },
{ 1, 3, 0, 0, 0, 0, SAMPLE, TGSI_OPCODE_SAMPLE },
{ 1, 4, 0, 0, 0, 0, SAMPLE_B,
On Wednesday, August 24, 2011 10:14:48 PM Bryan Cain wrote:
Like Dave said, the GLSL-TGSI translator needs to account for this.
Probably not, at least yet. All of those instructions are DX10.1 level
instructions which support splitting of samplers and the underlaying resource,
we don't support
On 08/24/2011 11:42 PM, Zack Rusin wrote:
On Wednesday, August 24, 2011 10:14:48 PM Bryan Cain wrote:
Like Dave said, the GLSL-TGSI translator needs to account for this.
Probably not, at least yet. All of those instructions are DX10.1 level
instructions which support splitting of samplers and
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