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
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
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
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
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
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