----- Original Message ----- > Am 13.09.2011 00:33, schrieb Jose Fonseca: > > I admit I'm not very familiar how hardware currently supports > > native > > double formats. Or how likely it is for hardware to have native 4 > > x > > double register support in the future. But even if we ignore the 4 > > x > > double case, there's still the 2 x double and 1 x double vertex > > attributes, which can be converted to float or double depending on > > the VertexAttrib call. > > FWIW it's interesting to note that d3d11 does not seem to support any > native double (or 64bit for that matter) formats. From the HSLS docs > (http://msdn.microsoft.com/de-de/library/bb509646%28v=vs.85%29.aspx). > "You cannot use double precision values as inputs and outputs for a > stream. To pass double precision values between shaders, declare each > double as a pair of uint data types. Then, use the asdouble function > to > pack each double into the pair of uints and the asuint function to > unpack the pair of uints back into the double." > That probably implies hw doesn't support it neither.
That's weird. I've looked into GL 4.2's specs, it looks they support passing dvec attributes. They actually mention specifically that dvec3/dvec4 vertex attributes take two consecutive locations, so it looks like the concept that dvec4 alias 2x vec4 registers prevails everywhere. There doesn't seem to be double/dvec texture sampling support in the language however. Jose _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev