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>>I think we're in complete agreement on the two big things needed:
>>
>>1. Don't require Mesa core to store a copy of the texture.
>>
>>2. Implement glTexSubImage functions in the device driver.
>>
>>
>>One question is this: how early in the glTexImage (or glTexSubImage)
>>function should the corresponding device driver function be called?
>>
>>If it's called early, then the driver will have to check quite a bit
>>of state and perhaps do a lot of work (pixel scale, bias, lookup,
>>conversion from all possible formats and types, pixel unpacking ,etc)
>>
>>That's a lot of state examination but in most cases the image is in
>>a simple format and pixel transfer ops aren't enabled.
>>
>>If the driver function is called later (after pixel transfer, type
>>conversion and unpacking), then the driver's function can be much
>>simpler.
>>
>>Here's one idea:  have a TexImage2D() driver function which is called
>>early and a SimpleTexImage2D() function which is called later and
>>passes data in a simplified format.  The driver could implement
>>either function, depending on how much the driver writer wanted to do.
>>
>>Or, if a single TexImage2D() function existed that returned true/false
>>to indicate success/failure, it could be called at several points
>>inside glTexImage2D() until it finally worked or we fell all the way
>>onto the software path.
>
>That would be fine, because all drivers would be required to handle the
>canonical mesa internal formats, so there would only be two possible calls:
> as the user presented it, or canonical form after mesa internalizes it.
>
>You would probably want to provide some convenience flags to show all the
>weird scale/bias/etc options if a driver really wanted to implement those
>(or had hardware to do it), but I expect drivers would only support
>in-place downloads when the user presented it in canonical (or nearly so --
>rgb in 32 bits) form anyway.
>
>John Carmack
>
>
>
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