On Thu, Dec 10, 2009 at 3:34 PM, Zack Rusin <za...@vmware.com> wrote:
> On Thursday 10 December 2009 15:14:46 Younes Manton wrote:
>> OK, so we seem to be on the same page here, pipe_context will get some
>> more functions. That's what I was originally asking about, will
>> pipe_context grow or will there be a new kind of context? From my POV
>> we would end up in roughly the same place either way.
>
> In general it's safe to assume that pipe_context as the main Gallium3d
> interface will largely model the modern pipeline. Meaning that the Gallium3d
> pipeline will look a lot like D3D 11 pipeline because realistically that's
> what's going to get the most attention from hardware vendors. So effectively
> 1) input assembler
> 2) vertex shader
> 3) hull shader
> 4) tessellator
> 5) domain shader
> 6) geometry shader
> 7) rasterizer
> 8) pixel shader
> 9) compute shader
> 10) output merger
> When it comes to compute OpenCL is more robust so the compute resources will
> be designed to make sure CL 1.1 is easily implementable and certainly make it
> possible to use compute without graphics but the pipeline itself will have to
> stay as outlined above otherwise we'd just be asking for trouble. Does that
> make sense?

Makes perfect sense, I just had a completely different looking, yet
practically identical picture that put orthogonal functionality (2D,
3D, compute, video) in seperate 'contexts' as far as gallium was
concerned, even if everything ended up in the same command buffer on
the backend.

pipe_foo_context { foo(); bar(); }
pipe_shaz_context { shaz(); blam(); }
...

vs

pipe_context { foo(); bar(); shaz(); blam(); }

If we want to grow pipe_context beyond just 3D then thats fine too,
it's just that I was operating under the assumption that pipe_context
was for 3D all this time, so that's where the confusion comes from.

Cheers.

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