Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-06 Thread Marek Olšák
On Sun, Jan 31, 2010 at 1:37 AM, Roland Scheidegger srol...@vmware.comwrote: 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. I bet R300 can't do these modes. It's only a Direct3D 10.0 feature,

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-02 Thread Brian Paul
Roland Scheidegger wrote: On 01.02.2010 20:23, Brian Paul wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Keith Whitwell
-dev] Grab bag of random questions (whoo) On Sun, Jan 31, 2010 at 6:21 AM, José Fonseca jfons...@vmware.com wrote: On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: 5) How const is const for CSO? e.g. r300_state.c:498, we're not copying pipe_framebuffer_state but just the pointer. It appears

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Roland Scheidegger
On 31.01.2010 18:41, Christoph Bumiller wrote: On 31.01.2010 01:37, Roland Scheidegger wrote: Marek Olšák wrote: 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

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Christoph Bumiller
On 01.02.2010 18:37, Roland Scheidegger wrote: On 31.01.2010 18:41, Christoph Bumiller wrote: On 31.01.2010 01:37, Roland Scheidegger wrote: Marek Olšák wrote: 6) GL_ARB_shadow_ambient and texture compare-fail values. A comment in the fragment constants reads,

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Brian Paul
Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I started a table comparing OpenGL to D3D: texture componentsOpenGL

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Corbin Simpson
This++. I've been scratching my head at some of these; having them specified would be great. Posting from a mobile, pardon my terseness. ~ C. On Feb 1, 2010 11:25 AM, Brian Paul bri...@vmware.com wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Roland Scheidegger
On 01.02.2010 20:23, Brian Paul wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I started a table comparing

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread José Fonseca
On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: Handful of random things bugging me. Bellow some answers for the things I know enough to comment. 1) Team Fortress 2 (and probably other Source games, haven't really checked) request some fairly large VBOs and indexbufs, beyond what I

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Christoph Bumiller
On 31.01.2010 01:37, Roland Scheidegger wrote: Marek Olšák wrote: 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 think the extension

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Corbin Simpson
On Sun, Jan 31, 2010 at 6:21 AM, José Fonseca jfons...@vmware.com wrote: On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: 5) How const is const for CSO? e.g. r300_state.c:498, we're not copying pipe_framebuffer_state but just the pointer. It appears to work, but is it actually safe?

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Corbin Simpson
In r300 we already have had to cross several states to get conformant rendering in some situations. It's not terribly fun, but it's necessary. IIRC textures and samplers were the first to be emitted together. On Sun, Jan 31, 2010 at 9:41 AM, Christoph Bumiller e0425...@student.tuwien.ac.at wrote:

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Luca Barbieri
On Sun, Jan 31, 2010 at 3:21 PM, José Fonseca jfons...@vmware.com wrote: On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: Handful of random things bugging me. Bellow some answers for the things I know enough to comment. 1) Team Fortress 2 (and probably other Source games, haven't

[Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Corbin Simpson
Handful of random things bugging me. 1) Team Fortress 2 (and probably other Source games, haven't really checked) request some fairly large VBOs and indexbufs, beyond what I can provide. Is there any good example code on how to use translate/indices to slice up buffers for multiple render runs?

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Roland Scheidegger
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

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Marek Olšák
Hi Corbin, On Sat, Jan 30, 2010 at 1:06 PM, Corbin Simpson mostawesomed...@gmail.comwrote: 5) ... Also, on the topic of framebuffers, is it okay to refuse to render if no MRTs or Z buffer are present? Do you mean color-only and depth-only rendering? This is a must. Shadow mapping heavily

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Corbin Simpson
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

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Roland Scheidegger
Marek Olšák wrote: 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 think the extension could be added to Gallium since the r300 compiler

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Roland Scheidegger
Corbin Simpson wrote: 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