Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Corbin Simpson
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Luca Barbieri
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread keith whitwell
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Luca Barbieri
> 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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Keith Whitwell
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Luca Barbieri
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Jakob Bornecrantz
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Keith Whitwell
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Luca Barbieri
> 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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Corbin Simpson
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Luca Barbieri
> 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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Keith Whitwell
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

Re: [Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Luca Barbieri
> 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,

[Mesa-dev] gallium & texture rectangles

2010-08-18 Thread Keith Whitwell
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