On Wed, 2010-01-20 at 17:28 -0800, Luca Barbieri wrote: > > For nv, could this be exposed as a hardware capability which the > > state-tracker could take advantage of, and if not present fall back to > > the current shader modification in the state-tracker? > > Yes, this is the easiest fix, but it means that TGSI semantics start > to be driver-dependent. > For instance, you wouldn't be able to store a TGSI shader using > POSITION to disk and have it produce the same results on all drivers. > This seems contrary to the principles embodied by the current design.
The result of executing a shader has always been dependent on the state of the pipe_context doing the execution, and also the currently bound vertex/constant buffers. You can only expect the same results from a shader to be identical if you execute the shader on identically set up contexts. That would extend to these new bits of state. Keith ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev