On Thu, Jun 24, 2010 at 12:25 AM, Marek Olšák <mar...@gmail.com> wrote:
> On Wed, Jun 23, 2010 at 11:51 PM, Corbin Simpson < > mostawesomed...@gmail.com> wrote: > >> Yep, it's that time again. These are just things marked in the docs as >> unknown, so I'm not grinding any axes, just cleaning stuff up. >> >> ~ "If a surface includes several layers/slices (XXX: not yet...) then >> all layers will be cleared." From the information on >> pipe_context::clear(). Is this just wishful thinking, or do drivers >> need to implement this? >> > > I believe this has something to do with geometry shaders where you can > select a layer (slice, face) you want to emit a primitive to. This way you > may e.g. render to a whole cubemap in one pass. > > >> ~ An explanation of dual-source blends and how they work would be nice. >> > > http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt > > >> >> ~ If logicop_enable and independent_blend_enable are set, are lops >> performed for all render targets, or only those that have blend_enable >> set? >> >> ~ PIPE_CAP_TEXTURE_SHADOW_MAP and PIPE_CAP_MAX_PREDICATE_REGISTERS >> aren't explained. >> > > I think PIPE_CAP_TEXTURE_SHADOW_MAP means shadow samplers. > > >> ~ PIPE_CAP_GUARD_BAND_* obviously refers to the guard bands, but what >> exactly do they mean as capabilities? Maximum guard band settings? >> Minimum? >> >> ~ Could somebody explain exactly what's up with the RCC opcode? Its >> definition is kind of ridiculous: dst = (1 / src.x) > 0 ? clamp(1 / >> src.x, 5.42101e-020, 1.884467e+019) : clamp(1 / src.x, -1.884467e+019, >> -5.42101e-020) >> >> ~ Are we going to introduce new cap bits for parts of the TGSI ISA? >> (I'll understand if this is off the table for now.) >> >> ~ TGSI_SEMANTIC_POSITION is (x, y, z, w) where x, y, and z are >> position, and w is the homogeneous coordinate. Is w also for >> perspective divide? Is the perspective divide configurable, or is it >> always done in shaders? >> > > The perspective divide is done per-pixel after the rasterization and before > the fragment shader, and there is no way to disable it in Gallium. It's > never done in shaders, it's rather a fixed functionality and imposing > additional restrictions on it would make it hard to implement in drivers. > Hm, it's done during the rasterization, actually. -Marek > > >> ~ "Position, if not specified, usually defaults to (0, 0, 0, 1), and >> can be partially specified as (x, y, 0, 1) or (x, y, z, 1)." >> "Usually" is probably Corbin-speak for "I'm just guessing here." Is >> that actually how it goes, or is position mandatory? >> >> ~ Can somebody explain the format of TGSI_SEMANTIC_EDGEFLAG? >> >> ~ What are the components of textures in the UV or Z format when >> sampled? For UV, current candidates are (0, 0, 0, 1) and (u, v, 1, 1). >> The latter seems more reasonable given that Gallium is shaderful. For >> Z, it could be (z, z, z, 1), (0, z, 0, 1), (0, 0, 0, z), or (z, z, z, >> z) and is configurable in GL. Maybe we want to have this be >> configurable? >> >> Thanks! >> >> ~ C. >> >> -- >> When the facts change, I change my mind. What do you do, sir? ~ Keynes >> >> Corbin Simpson >> <mostawesomed...@gmail.com> >> _______________________________________________ >> mesa-dev mailing list >> mesa-dev@lists.freedesktop.org >> http://lists.freedesktop.org/mailman/listinfo/mesa-dev >> > >
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