On Wed, Jul 8, 2015 at 4:04 PM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 25.05.2015 17:07, Ilia Mirkin wrote:
On Mon, May 25, 2015 at 9:40 AM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 25.05.2015 07:17, Dave Airlie wrote:
On 25 May 2015 at
On 25.05.2015 17:07, Ilia Mirkin wrote:
On Mon, May 25, 2015 at 9:40 AM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 25.05.2015 07:17, Dave Airlie wrote:
On 25 May 2015 at 08:11, Marek Olšák mar...@gmail.com wrote:
It's the same on Radeon. There are 2x ClipOrCullDistance
On 27.05.2015 18:28, Marek Olšák wrote:
Another thing to consider is linking shaders that occur before the
rasterizer (e.g. any two shaders from VS-TCS-TES-GS). The maximum
number of written distances is still 8, but what happens if VS writes
1x clip and 7x cull and GS reads 8x clip and no
Another thing to consider is linking shaders that occur before the
rasterizer (e.g. any two shaders from VS-TCS-TES-GS). The maximum
number of written distances is still 8, but what happens if VS writes
1x clip and 7x cull and GS reads 8x clip and no cull? In this case
it's basically a generic
On Wed, May 27, 2015 at 9:05 PM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 27.05.2015 18:28, Marek Olšák wrote:
Another thing to consider is linking shaders that occur before the
rasterizer (e.g. any two shaders from VS-TCS-TES-GS). The maximum
number of written
On Wed, May 27, 2015 at 6:51 PM, Marek Olšák mar...@gmail.com wrote:
On Wed, May 27, 2015 at 9:05 PM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 27.05.2015 18:28, Marek Olšák wrote:
Another thing to consider is linking shaders that occur before the
rasterizer (e.g. any
On 25.05.2015 07:17, Dave Airlie wrote:
On 25 May 2015 at 08:11, Marek Olšák mar...@gmail.com wrote:
It's the same on Radeon. There are 2x ClipOrCullDistance output
vectors and a mask saying it should clip or cull or do nothing.
Marek
My thinking was gallium should have a single semantic
On Mon, May 25, 2015 at 9:40 AM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 25.05.2015 07:17, Dave Airlie wrote:
On 25 May 2015 at 08:11, Marek Olšák mar...@gmail.com wrote:
It's the same on Radeon. There are 2x ClipOrCullDistance output
vectors and a mask saying it
This patch series adds the needed support for this extension to the various
parts of mesa to finally enable it for nvc0.
Dave Airlie (1):
glsl: lower cull_distance into cull_distance_mesa
Tobias Klausmann (10):
glapi: add GL_ARB_cull_distance
mesa/main: add support for GL_ARB_cull_distance
I'm having a bit of trouble tracing through this. What happens if I
have a shader that just does:
gl_ClipDistance[0] = 1;
gl_CullDistance[0] = 1;
what does the resulting TGSI look like? (Assuming that clip plane 0 is
enabled.) What about the generated nvc0 code (for the vertex shader)?
On Sun,
On Sun, May 24, 2015 at 3:30 PM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 24.05.2015 20:25, Ilia Mirkin wrote:
I'm having a bit of trouble tracing through this. What happens if I
have a shader that just does:
gl_ClipDistance[0] = 1;
gl_CullDistance[0] = 1;
what
On 24.05.2015 20:25, Ilia Mirkin wrote:
I'm having a bit of trouble tracing through this. What happens if I
have a shader that just does:
gl_ClipDistance[0] = 1;
gl_CullDistance[0] = 1;
what does the resulting TGSI look like? (Assuming that clip plane 0 is
enabled.) What about the generated
On 24.05.2015 21:36, Ilia Mirkin wrote:
On Sun, May 24, 2015 at 3:30 PM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 24.05.2015 20:25, Ilia Mirkin wrote:
I'm having a bit of trouble tracing through this. What happens if I
have a shader that just does:
gl_ClipDistance[0]
It's the same on Radeon. There are 2x ClipOrCullDistance output
vectors and a mask saying it should clip or cull or do nothing.
Marek
On Sun, May 24, 2015 at 9:56 PM, Tobias Klausmann
tobias.johannes.klausm...@mni.thm.de wrote:
On 24.05.2015 21:36, Ilia Mirkin wrote:
On Sun, May 24, 2015 at
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