Xorg, at least, should be able to get by with only rects; just gotta write
the code.
Sending from a mobile, pardon the brevity. ~ C.
On Aug 18, 2010 4:55 PM, "Luca Barbieri" wrote:
> Pushed a new version that had no piglit regressions on nv30, softpipe
> and "softpipe without NPOT".
>
> Vega, Xo
Pushed a new version that had no piglit regressions on nv30, softpipe
and "softpipe without NPOT".
Vega, Xorg, EGL and WGL still require PIPE_CAP_NPOT_TEXTURES to work
properly, but this can be fixed later if desired.
It should hopefully have a decent chance of being correct or nearly so
at least
On Wed, Aug 18, 2010 at 7:03 PM, Luca Barbieri wrote:
>> Couple of minor comments:
>> - You've documented FLEXIBLE_SAMPLING in the main part of the docs, I
>> think I'd prefer to keep forward-looking/todo items separate from the
>> documentation of the interface as it currently stands. Can these
> Couple of minor comments:
> - You've documented FLEXIBLE_SAMPLING in the main part of the docs, I
> think I'd prefer to keep forward-looking/todo items separate from the
> documentation of the interface as it currently stands. Can these
> paragraphs go in a new section?
The reason is that curre
On Wed, 2010-08-18 at 10:27 -0700, Luca Barbieri wrote:
> I pushed a first version on the gallium-rect-textures branch (not
> tested beyond compilation).
>
> As a consequence of the decisions made in this thread, the interface
> is exactly identical to OpenGL, and internal drawing code works
> exa
I pushed a first version on the gallium-rect-textures branch (not
tested beyond compilation).
As a consequence of the decisions made in this thread, the interface
is exactly identical to OpenGL, and internal drawing code works
exactly as an OpenGL application not requiring
ARB_texture_non_power_of
On 18 aug 2010, at 17.08, Luca Barbieri wrote:
I have a feeling that CL performance will not matter that much for
nvfx and r300, compared to nv50 and r600.
Sure.
The point is that if you can't use normalized coordinates at all on
PIPE_TEXTURE_RECT, you can't implement OpenCL well on nv50 and r6
On Wed, 2010-08-18 at 09:08 -0700, Luca Barbieri wrote:
> > I have a feeling that CL performance will not matter that much for
> > nvfx and r300, compared to nv50 and r600.
>
> Sure.
> The point is that if you can't use normalized coordinates at all on
> PIPE_TEXTURE_RECT, you can't implement Open
> I have a feeling that CL performance will not matter that much for
> nvfx and r300, compared to nv50 and r600.
Sure.
The point is that if you can't use normalized coordinates at all on
PIPE_TEXTURE_RECT, you can't implement OpenCL well on nv50 and r600.
Hence, that should be allowed on OpenCL ca
On Wed, Aug 18, 2010 at 8:50 AM, Luca Barbieri wrote:
>> For instance use 2D/normalized for internal rendering iff the driver
>> advertises CAP_2D_NPOT, otherwise use RECT/non-normalized.
>
> Yes, indeed that makes more sense than adding a new cap for that.
>
>> Hmm - my intention was that TEXTURE
> For instance use 2D/normalized for internal rendering iff the driver
> advertises CAP_2D_NPOT, otherwise use RECT/non-normalized.
Yes, indeed that makes more sense than adding a new cap for that.
> Hmm - my intention was that TEXTURE_RECT implies non-normalized
> coordinates -- so this doesn't
On Wed, 2010-08-18 at 08:01 -0700, Luca Barbieri wrote:
> > I appreciate all the work you've put into looking at alternatives, but
> > at this stage I'm going to be firm - if PIPE_TEXTURE_RECT can be made to
> > work, that's the direction we should be taking. I haven't seen anything
> > so far tha
> I appreciate all the work you've put into looking at alternatives, but
> at this stage I'm going to be firm - if PIPE_TEXTURE_RECT can be made to
> work, that's the direction we should be taking. I haven't seen anything
> so far that suggests it isn't a feasible approach.
Yes, it seems feasible,
On Tue, 2010-08-17 at 13:16 -0700, Luca Barbieri wrote:
> > Using a flag instead of a new texture target allows to avoid hundreds of
> > changes to existing code, and allows drivers for modern hardware to
> > just ignore this flag.
> I grepped a bit through the code, and a new texture target seems
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