Hi, Thank you very much.
On Tue, Jun 10, 2014 at 5:28 PM, Marek Olšák <mar...@gmail.com> wrote: > On Tue, Jun 10, 2014 at 10:45 PM, Aditya Avinash > <adityaavina...@gmail.com> wrote: > > Hi, > > Thank you very much!! > > > > On Mon, Jun 9, 2014 at 10:19 AM, Marek Olšák <mar...@gmail.com> wrote: > >> > >> This is probably one of the most difficult tasks. You'll need to: > >> > >> 1) Add support to Mesa core - new shader stages and the new OpenGL > >> functions and queries (src/mesa/main) > > > > > > Ya. This one is straight forward. The added Tessellation stage should be > > added to the OpenGL pipeline. > > > >> > >> 2) Add support to the GLSL compiler (src/glsl) > > > > > > Ok! > > > >> > >> 3) Add support to the Gallium interface and TGSI > >> (src/gallium/include/pipe) and supporting code (src/gallium/auxiliary) > >> > > > > Can you explain a bit more? > > Gallium is not just a driver interface, it's a full and self-contained > 3D API like OpenGL and Direct3D. It looks a lot like Direct3D 11, so > following its design is usually a good idea, but not required. > > The supporting code is at least: > - TGSI generating and parsing > - u_blitter, which should disable tessellation for all its operations > - some state tracking in cso_context, which you'll need for st/mesa > > Marek > -- Regards, *Aditya Atluri,* *USA.*
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