On Tue, 2010-03-02 at 12:43 -0800, Luca Barbieri wrote:
The difference between an easier and harder life for (some) drivers is
whether the limit is tied to hardware interpolators or not.
Once we decide to not tie it, whether the limit is 128 or 256 is of
course quite inconsequential.
Allowing
On Tue, Mar 02, 2010 at 09:43:51PM +0100, Luca Barbieri wrote:
- Not sure about i965
On i965 interpolators are not a dedicated piece of hardware, they're
programs like the other shaders. So the problem is entirely
different, and more at the level of space allocation in the
thread-to-thread
BTW, i915 is also limited to 0-7 generic indices, and thus doesn't
work with GLSL at all right now.
This should be relatively easy to fix since it should be enough to
store the generic indices in the texCoords arrays, and then pass
them to draw_find_shader_output.
On Wed, 2010-03-03 at 11:23 -0800, Luca Barbieri wrote:
And never will... It does not export PIPE_CAP_GLSL, and does not have
the shader opcodes to ever do so.
Any Gallium driver should be able to support the GLSL subset without
control flow.
And if we had a proper optimization
On Wed, 2010-03-03 at 06:58 -0800, Luca Barbieri wrote:
BTW, i915 is also limited to 0-7 generic indices, and thus doesn't
work with GLSL at all right now.
This should be relatively easy to fix since it should be enough to
store the generic indices in the texCoords arrays, and then pass
On 03.03.2010 20:23, Luca Barbieri wrote:
And never will... It does not export PIPE_CAP_GLSL, and does not have
the shader opcodes to ever do so.
Any Gallium driver should be able to support the GLSL subset without
control flow.
And if we had a proper optimization infrastructure capable
I've been looking at shader semantics some more, and I'm a bit
surprised by how the svga driver works.
It seems that an obvious implementation of a DirectX 9 state tracker
just won't work with the svga driver.
In SM3, vertex/fragment semantics can be arbitrary (independent of
hardware resources),
On Tue, 2010-03-02 at 03:26 -0800, Luca Barbieri wrote:
I've been looking at shader semantics some more, and I'm a bit
surprised by how the svga driver works.
It seems that an obvious implementation of a DirectX 9 state tracker
just won't work with the svga driver.
I don't think anybody has
I don't think anybody has tried hooking it up - so far the primary
purpose of the svga gallium driver has been GL support, but thinking
about it you're probably right.
I'm a bit confused about this: I was under the impression that VMware
Tools for Windows used your DirectX state tracker and a
On Tue, 2010-03-02 at 04:36 -0800, Luca Barbieri wrote:
The correct value in this case seems to be 219 = 14 * 16 SM3 semantics
- 5 for COLOR0, COLOR1, PSIZE0, POSITION0, FOG0 which have specific
TGSI semantics which they need to mapped to/from.
Agree, though I'd opt for 255 as a round
The difference between an easier and harder life for (some) drivers is
whether the limit is tied to hardware interpolators or not.
Once we decide to not tie it, whether the limit is 128 or 256 is of
course quite inconsequential.
Allowing arbitrary 32-bit values would however require use of binary
FYI r300 only supports 24 interpolators: 16 linear and 8 perspective.
(IIRC; not in front of the docs right now.) r600 supports 256 fully
configurable interpolators.
--
Only fools are easily impressed by what is only
barely beyond their reach. ~ Unknown
Corbin Simpson
mostawesomed...@gmail.com
On Tue, Mar 2, 2010 at 10:00 PM, Corbin Simpson
mostawesomed...@gmail.com wrote:
FYI r300 only supports 24 interpolators: 16 linear and 8 perspective.
(IIRC; not in front of the docs right now.) r600 supports 256 fully
configurable interpolators.
Yes, but if you raised ATTR_GENERIC_COUNT, the
On Tue, Mar 2, 2010 at 10:20 PM, Luca Barbieri l...@luca-barbieri.comwrote:
On Tue, Mar 2, 2010 at 10:00 PM, Corbin Simpson
mostawesomed...@gmail.com wrote:
FYI r300 only supports 24 interpolators: 16 linear and 8 perspective.
(IIRC; not in front of the docs right now.) r600 supports 256
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