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,
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
-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
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
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,
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
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
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
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
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
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?
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:
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
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?
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
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
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
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
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
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