On Tuesday, November 03, 2015 01:25:59 PM Jason Ekstrand wrote: > Separate textures and samplers are something that a lot of hardware > supports. Our hardware in particular has done this ever since the original > i965 chips. Part of this is because DX has made it a requirement for some > time now. GL allows you to expose it sort-of but weasel-words it enough > that you can do it entirely at the API level and that's how we handle it > today. I've been doing some thinking lately about how we could expose this > (if we wanted to) in the compiler. This patch series is a first crack at > doing that. > > Key design points > > 1) There is no "combine" instruction; nir_tex_instr just takes a deref for > each of sampler and texture. > 2) It's optional (just make the texture deref NULL) > 3) The lowering pass sets both sampler and texture indices so that > backends don't have to make a distinction between whether you have a > separate texture or not > > There is no API stuff here, just compiler stuff for the people who may or > may not be interested. > > Happy Bikeshedding! > > --Jason > > Jason Ekstrand (5): > nir: Separate texture from sampler in nir_tex_instr > i965/fs: Separate the sampler from the surface in generate_tex > i965/fs: Plumb separate surfaces and samplers through from NIR > i965/vec4: Separate the sampler from the surface in generate_tex > i965/vec4: Plumb separate surfaces and samplers through from NIR
I had a couple nits here and there, and I'd like to see a respin of patch 3 on top of a patch that adds an enum for logical texturing sources. But other than that, the series is: Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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