On 02/03/2014 12:54 AM, Rogovin, Kevin wrote: > Hi, > >> We can't do stencil blits with GLSL because no driver that uses meta can >> do the GL_ARB_shader_stencil_export extension. For depth and color >> blits, we can always write the values from the shader, and disable >> writes to the buffers using glColorMask and glDepthMask. So... we just >> need one shader. > > Should we add GL_ARB_shader_stencil_export as one of the extensions Mesa > can support? Naturally that is major tangent from this, and I am not too sure > what hardware beyond newer AMD hardware has that capability.
Hi Kevin, I don't believe our hardware can support GL_ARB_shader_stencil_export. The render target write message can take RGBA, depth, and sample masks, but not stencil. Without that, it's not at all obvious how to implement it. > The shader had that the fragment depth used the same value as the red of the > fragment color, so should it not be then 3 shaders (color only, depth only, > color and depth) > with the last one having two samplers? > > Also, should not the case of blitting from MSAA to non-MSAA be handled > correctly? > i.e. use the sampler type sampler2DMS and average over the number of samples? > or possible fancier filtering kernels? We could definitely support MSAA->non-MSAA blits via ARB_texture_multisample, but we don't today. Gallium drivers don't use Meta, i965 instead uses BLORP, and the other classic drivers don't support multisampling. --Ken
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