Hi Jose, First of all, sorry for breaking Draw yesterday.
On Sun, Nov 16, 2014 at 2:57 PM, Jose Fonseca <jfons...@vmware.com> wrote: >> Fun fact -- llvmpipe also needs this. > > I think this is because this functionality was developed with D3D10 in mind, > and > > http://msdn.microsoft.com/en-gb/library/windows/desktop/bb509647.aspx > > states that SV_RenderTargetArrayIndex "an be written from the geometry shader > and read by the pixel shader." There's also the OpenGL extension AMD_vertex_shader_layer which is supported by all GS-capable Mesa drivers except for nouveau and llvmpipe I think. > > > BTW, coding these helper shaders as text is not a great idea IMO: > > - The tgsi_parse thing was written for debugging purposes mainly. > > - Whenever there are TGSI interface changes, any breakage with ureg will > cause compile errors, where as it will only be detected at runtime with TGSI > > - ureg module makes it really easy to write shaders. It's not really much > more work. tgsi_parse is something else. Did you mean tgsi_text_translate? I don't like using ureg for helper shaders unless I have to. Shaders written with ureg are harder to read and the code is longer. I've been thinking of rewriting all simple shaders to text. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev