Questions about libdrm programming

2011-06-11 Thread Dave Airlie
On Sat, Jun 11, 2011 at 11:03 AM, Zachary Catlin wrote: > I'm interested in (1) using my graphics card for computations and > (2) low-level shader code, and I'm looking for guidance on how I would > go about doing the following operations with libdrm (sans > Mesa):http://cgit.freedesktop.org/~air

Questions about libdrm programming

2011-06-10 Thread Zachary Catlin
On Sat, 11 Jun 2011 11:39:39 +1000 Dave Airlie wrote: > Its not something libdrm really does, its only a simple abstraction > around ioctls. I'd managed to figure that out--I just figured the abstraction was there to save a little typing and act as a type-level sanity check. > http://cgit.freed

Questions about libdrm programming

2011-06-10 Thread Zachary Catlin
I'm interested in (1) using my graphics card for computations and (2) low-level shader code, and I'm looking for guidance on how I would go about doing the following operations with libdrm (sans Mesa): * client-side initialization * loading textures into the GPU * loading a bytecode shader into th

Re: Questions about libdrm programming

2011-06-10 Thread Zachary Catlin
On Sat, 11 Jun 2011 11:39:39 +1000 Dave Airlie wrote: > Its not something libdrm really does, its only a simple abstraction > around ioctls. I'd managed to figure that out--I just figured the abstraction was there to save a little typing and act as a type-level sanity check. > http://cgit.freed

Re: Questions about libdrm programming

2011-06-10 Thread Dave Airlie
On Sat, Jun 11, 2011 at 11:03 AM, Zachary Catlin wrote: > I'm interested in (1) using my graphics card for computations and > (2) low-level shader code, and I'm looking for guidance on how I would > go about doing the following operations with libdrm (sans > Mesa):http://cgit.freedesktop.org/~air

Questions about libdrm programming

2011-06-10 Thread Zachary Catlin
I'm interested in (1) using my graphics card for computations and (2) low-level shader code, and I'm looking for guidance on how I would go about doing the following operations with libdrm (sans Mesa): * client-side initialization * loading textures into the GPU * loading a bytecode shader into th