Yes, these commands are modelled after d3d10 clears (the only d3d10
clear methods are clear_rt/clear_dsv), so gallium at some point only had
the "ordinary" clear (useful for d3d9 and gl, but doesn't cover
everything neither). It is unfortunate all apis handle clear differently.
Making them honoring
Ah, somehow I missed the earlier email from Ilia, now I see the mention
of the d3d10 state tracker. I still think this is a surprising hack.
Maybe render condition can be made optional like for blits?
Nicolai
On 06.08.2016 13:14, Nicolai Hähnle wrote:
On 05.08.2016 14:20, Marek Olšák wrote:
On 05.08.2016 14:20, Marek Olšák wrote:
On Aug 5, 2016 10:54 AM, "Nicolai Hähnle" mailto:nhaeh...@gmail.com>> wrote:
On 04.08.2016 21:42, Marek Olšák wrote:
From: Marek Olšák mailto:marek.ol...@amd.com>>
Some ideas copied from Jakob Sinclair's implementation, but the color
clearing is comp
On Aug 5, 2016 10:54 AM, "Nicolai Hähnle" wrote:
>
>
>
> On 04.08.2016 21:42, Marek Olšák wrote:
>>
>> From: Marek Olšák
>>
>> Some ideas copied from Jakob Sinclair's implementation, but the color
>> clearing is completely different.
>>
>> v2: remove leftover code, disable conditional rendering
>
On 04.08.2016 21:42, Marek Olšák wrote:
From: Marek Olšák
Some ideas copied from Jakob Sinclair's implementation, but the color
clearing is completely different.
v2: remove leftover code, disable conditional rendering
---
docs/GL3.txt | 2 +-
docs/relnotes/12.1
On 08/05/2016 05:42 AM, Marek Olšák wrote:
> From: Marek Olšák
>
> Some ideas copied from Jakob Sinclair's implementation, but the color
> clearing is completely different.
>
> v2: remove leftover code, disable conditional rendering
> ---
> docs/GL3.txt | 2 +-
>
From: Marek Olšák
Some ideas copied from Jakob Sinclair's implementation, but the color
clearing is completely different.
v2: remove leftover code, disable conditional rendering
---
docs/GL3.txt | 2 +-
docs/relnotes/12.1.0.html | 1 +
src/gallium/
On Aug 4, 2016 13:17, "Marek Olšák" wrote:
>
> On Thu, Aug 4, 2016 at 8:04 PM, Ilia Mirkin wrote:
> > I believe that clear depth stencil is meant to respect the render
condition,
> > while clear texture is not. In nouveau I "solved" this by ignoring the
> > render condition in the clear depth ste
On Thu, Aug 4, 2016 at 8:04 PM, Ilia Mirkin wrote:
> I believe that clear depth stencil is meant to respect the render condition,
> while clear texture is not. In nouveau I "solved" this by ignoring the
> render condition in the clear depth stencil function too, since nothing in
> Mesa relied on i
I believe that clear depth stencil is meant to respect the render
condition, while clear texture is not. In nouveau I "solved" this by
ignoring the render condition in the clear depth stencil function too,
since nothing in Mesa relied on it iirc.
On Aug 4, 2016 12:57, "Marek Olšák" wrote:
> From
On Thu, Aug 4, 2016 at 7:56 PM, Marek Olšák wrote:
> From: Marek Olšák
>
> Some ideas copied from Jakob Sinclair's implementation, but the color
> clearing is completely different.
> ---
> docs/GL3.txt | 2 +-
> docs/relnotes/12.1.0.html | 1 +
> sr
From: Marek Olšák
Some ideas copied from Jakob Sinclair's implementation, but the color
clearing is completely different.
---
docs/GL3.txt | 2 +-
docs/relnotes/12.1.0.html | 1 +
src/gallium/drivers/r600/r600_pipe.c | 2 +-
src/gallium/driver
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