On 05/19/2014 03:52 PM, Chris Forbes wrote: > If you're going to do that, you'd really want to add draw buffer count > to the cache key (and i guess this might be the point where you > convert the blit shader cache to be a hashtable), to avoid recompiling > all the time if the app does two blits with the same target but > different draw buffer counts. > > This all seems like a huge amount of extra machinery to avoid using > gl_FragColor and having the backend just take care of it, though. What > do we actually gain from this?
One thing that's bothered me about our blit code...the integer RT support is rather sketchy. Eric pointed out that it ought to work: we interpret the integer source buffer as float, copy those bits to gl_FragColor - which takes a float - and then write the bits out as if the destination were float. It should preserve the bits, and filtering should be off... One annoying thing is that there's no int/uint equivalent to gl_FragColor...so if you want to write to all the render targets, you have to do something like this. (Or, we'd have to add something to the language...)
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