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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