Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-06 Thread Marek Olšák
On Sun, Jan 31, 2010 at 1:37 AM, Roland Scheidegger wrote: > > >>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 bet R300 can't do these modes. It's only a Direct3D 10.0 feature, not >> pres

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-02 Thread Brian Paul
Roland Scheidegger wrote: > On 01.02.2010 20:23, Brian Paul wrote: >> Speaking of texture formats and texture sampling, one area of Gallium >> that's under-specified is what (x,y,z,w) values are returned by TEX >> instructions when sampling from each of the various texture formats. >> >> A while

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Roland Scheidegger
On 01.02.2010 20:23, Brian Paul wrote: > Speaking of texture formats and texture sampling, one area of Gallium > that's under-specified is what (x,y,z,w) values are returned by TEX > instructions when sampling from each of the various texture formats. > > A while back I started a table comparing

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Corbin Simpson
This++. I've been scratching my head at some of these; having them specified would be great. Posting from a mobile, pardon my terseness. ~ C. On Feb 1, 2010 11:25 AM, "Brian Paul" wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Brian Paul
Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I started a table comparing OpenGL to D3D: texture componentsOpenGL

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Christoph Bumiller
On 01.02.2010 18:37, Roland Scheidegger wrote: > On 31.01.2010 18:41, Christoph Bumiller wrote: > >> On 31.01.2010 01:37, Roland Scheidegger wrote: >> >>> Marek Olšák wrote: >>> >>> 6) GL_ARB_shadow_ambient and texture compare-fail values. A comment in the fragme

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Roland Scheidegger
On 31.01.2010 18:41, Christoph Bumiller wrote: > On 31.01.2010 01:37, Roland Scheidegger wrote: >> Marek Olšák wrote: >> >>> 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_ambie

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Keith Whitwell
-dev] Grab bag of random questions (whoo) On Sun, Jan 31, 2010 at 6:21 AM, José Fonseca wrote: > On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: >> 5) How const is const for CSO? e.g. r300_state.c:498, we're not >> copying pipe_framebuffer_state but just the pointer. I

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Luca Barbieri
On Sun, Jan 31, 2010 at 3:21 PM, José Fonseca wrote: > On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: >> Handful of random things bugging me. > > Bellow some answers for the things I know enough to comment. > >> 1) Team Fortress 2 (and probably other Source games, haven't really >> check

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Corbin Simpson
In r300 we already have had to cross several states to get conformant rendering in some situations. It's not terribly fun, but it's necessary. IIRC textures and samplers were the first to be emitted together. On Sun, Jan 31, 2010 at 9:41 AM, Christoph Bumiller wrote: > On 31.01.2010 01:37, Roland

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Corbin Simpson
On Sun, Jan 31, 2010 at 6:21 AM, José Fonseca wrote: > On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: >> 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? > > The const m

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread Christoph Bumiller
On 31.01.2010 01:37, Roland Scheidegger wrote: > Marek Olšák wrote: > >> 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?" >> >> I think th

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-31 Thread José Fonseca
On Sat, 2010-01-30 at 04:06 -0800, Corbin Simpson wrote: > Handful of random things bugging me. Bellow some answers for the things I know enough to comment. > 1) Team Fortress 2 (and probably other Source games, haven't really > checked) request some fairly large VBOs and indexbufs, beyond what I

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Roland Scheidegger
Corbin Simpson wrote: > >>> 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, righ

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Roland Scheidegger
Marek Olšák wrote: > 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?" > > I think the extension could be added to Gallium since the r300 compi

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Corbin Simpson
On Sat, Jan 30, 2010 at 5:13 AM, Roland Scheidegger wrote: > On 30.01.2010 13:06, Corbin Simpson wrote: >> Handful of random things bugging me. > >> 2) progs/tests/drawbuffers and progs/tests/drawbuffers2, and possibly >> others, segfault with both softpipe and the HW driver at >> sl_pp_version.c:

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Corbin Simpson
On Sat, Jan 30, 2010 at 8:24 AM, Marek Olšák wrote: > Hi Corbin, > > On Sat, Jan 30, 2010 at 1:06 PM, Corbin Simpson > wrote: >> >> 5) ... Also, on the topic of framebuffers, is >> it okay to refuse to render if no MRTs or Z buffer are present? > > Do you mean color-only and depth-only rendering?

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Marek Olšák
Hi Corbin, On Sat, Jan 30, 2010 at 1:06 PM, Corbin Simpson wrote: > 5) ... Also, on the topic of framebuffers, is > it okay to refuse to render if no MRTs or Z buffer are present? > Do you mean color-only and depth-only rendering? This is a must. Shadow mapping heavily relies on depth-only render

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Roland Scheidegger
On 30.01.2010 13:06, Corbin Simpson wrote: > Handful of random things bugging me. > 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

[Mesa3d-dev] Grab bag of random questions (whoo)

2010-01-30 Thread Corbin Simpson
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