On Mon, Jan 4, 2010 at 2:23 PM, Keith Whitwell <kei...@vmware.com> wrote:

> Luca,
>
> Thanks for looking into this - this is a bit of a grey area for me.
>
> One question - do we need a full floating point value to represent
> max_anisotropy?  What is the typical maximum value for max_anisotropy in
> hardware, and how may levels are there?  From the patch below, most
> DX9-level hardware seems to support only one or two levels - is newer
> hardware significantly more flexible?
>

The OpenGL extension specifies a floating point setting, but hardware
usually supports only even integers up to 16 (sometimes excluding 14).

So, in principle, on hardware currently supported by Gallium it could be
made an uint8_t (not sure about the latest Radeons, but it seems unchanged).
That is orthogonal to this patch though.


> I'm a bit swamped by an email backlog from christmas & are working
> through your previous patches and threads.  Hopefully will be caught up
> soon.
>

The two MESA extensions are being redone over egl_g3d, so the first versions
should be disregarded (especially MESA_gallium).

Also, the Gallium demos/framework have been updated, and both a Gallium C
test framework and a surface layout reverse engineering tool have been
added.
I plan to post an updated version once egl_g3d has adequate EGL_MESA_gallium
and EGL_MESA_screen_surface support.
------------------------------------------------------------------------------
This SF.Net email is sponsored by the Verizon Developer Community
Take advantage of Verizon's best-in-class app development support
A streamlined, 14 day to market process makes app distribution fast and easy
Join now and get one step closer to millions of Verizon customers
http://p.sf.net/sfu/verizon-dev2dev 
_______________________________________________
Mesa3d-dev mailing list
Mesa3d-dev@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to