Handful of random things bugging me. 1) Team Fortress 2 (and probably other Source games, haven't really checked) request some fairly large VBOs and indexbufs, beyond what I can provide. Is there any good example code on how to use translate/indices to slice up buffers for multiple render runs?
2) progs/tests/drawbuffers and progs/tests/drawbuffers2, and possibly others, segfault with both softpipe and the HW driver at sl_pp_version.c:45. I think there's some codegen going on there? At any rate, if anybody has any hints on how to solve it, that'd be nice. 3) Is there still interest in the translate helper I proposed a couple weeks ago? It would take a list of "safe" formats, a list of VBO elements, and a list of VBOs (corresponding), and return a list of VBO elements and VBOs that only contain those "safe" formats. State trackers would call a pipe_screen (or pipe_context?) method with just the VBOs and elements, and it would fix them up without exposing the list of safe formats. 4) user_buffer_create doesn't appear to see an incredible amount of usage. Would it be too horrible to make *all* buffer allocations delayed, transparently? I ask because apparently the PIPE_BUFFER_USAGE flags (PIXEL, CONSTANT, etc.) are "optimization hints" and not guarantees, which is very annoying since I need to prevent constantbufs from ever becoming BO-backed... 5) How const is const for CSO? e.g. r300_state.c:498, we're not copying pipe_framebuffer_state but just the pointer. It appears to work, but is it actually safe? Also, on the topic of framebuffers, is it okay to refuse to render if no MRTs or Z buffer are present? 6) GL_ARB_shadow_ambient and texture compare-fail values. A comment in the fragment constants reads, "Since Gallium doesn't support GL_ARB_shadow_ambient, this is always (0,0,0,0), right?" Another comment reads, "Gallium doesn't provide us with any information regarding this mode, so we are screwed. I'm setting 0 = LUMINANCE," above the texture compare modes. I don't really like that section of code, but it probably can't get cleaner, right? 7) Is there more information on the dual-source blend modes? I'm not sure if I can do them; might have to bug AMD for the register values. I think that's it for now. Sorry for all the questions, but I'm really starting to get a good handle on the hardware and interface, and I'm ready to start beating the classic driver in serious benchmarks; I think that r300's probably the most mature driver alongside nv50 and maybe nv40. ~ C. -- Only fools are easily impressed by what is only barely beyond their reach. ~ Unknown Corbin Simpson <mostawesomed...@gmail.com> ------------------------------------------------------------------------------ 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