Philipp Klaus Krause wrote:
Dave Airlie schrieb:

Just to update, I've looked at the fragment shader stuff and the
documentation I have isn't enough to implement the spec, we only have
access to the second stage registers (PP_CNTL - states second or only pass
registers....)


Is it enough to implement GL_ARB_texture_crossbar?
Definitively. No additional information at all should be needed to implement it. The reason it's not implemented is the that the r200 does not have any "spare" register in the fragment pipeline. It has only 6, which can be used both as inputs and outputs. But you need to make sure you don't overwrite a register value which you got from texture sampling if you might need it again later on, which would easily happen with a trivial implementation of crossbar. It would be easy to add with the default enabled 4 or 2 tmus, but not quite so trivial for all 6. I think Ian was working on this some time ago.

Roland


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