What is this good for? Is it for UAVs? (unordered access views)
For UAVs, I think there is ARB_shader_storage_buffer_object and
pipe_context::set_shader_resources.
Marek
On Wed, Feb 27, 2013 at 3:18 AM, srol...@vmware.com wrote:
From: Roland Scheidegger srol...@vmware.com
Unfortunately not
- Original Message -
What is this good for? Is it for UAVs? (unordered access views)
No, it is just a standard D3D10 feature:
http://msdn.microsoft.com/en-gb/library/windows/desktop/bb204897.aspx
Not sure if there's a particular use case for it (e.g, maybe DirectCompute uses
this
On 27.02.2013 10:44, Jose Fonseca wrote:
- Original Message -
What is this good for? Is it for UAVs? (unordered access views)
No, it is just a standard D3D10 feature:
http://msdn.microsoft.com/en-gb/library/windows/desktop/bb204897.aspx
Not sure if there's a particular use case for
Am 27.02.2013 12:05, schrieb Christoph Bumiller:
On 27.02.2013 10:44, Jose Fonseca wrote:
- Original Message -
What is this good for? Is it for UAVs? (unordered access views)
No, it is just a standard D3D10 feature:
Looks good.
I think the u_surface change could go in separately though.
BTW, now that we can render/sampler from buffers,
llvmpipe_is_resource_referenced needs to be updated: buffer may be referenced
if they have BIND_SAMPLER/RENDERTARGET.
Weshould do something like if
Am 27.02.2013 14:11, schrieb Jose Fonseca:
Looks good.
I think the u_surface change could go in separately though.
Ok.
BTW, now that we can render/sampler from buffers,
llvmpipe_is_resource_referenced needs to be updated: buffer may be referenced
if they have BIND_SAMPLER/RENDERTARGET.
From: Roland Scheidegger srol...@vmware.com
Unfortunately not usable from OpenGL, and no cap bit.
Pretty similar to a 1d texture, though allows specifying a start element.
The util code for handling clears also needs adjustments (and fix
a bug causing crashes for handling pure integer formats