Re: [Mesa3d-dev] gallium raw interfaces

2010-04-01 Thread Miles Bader
On Thu, Apr 1, 2010 at 12:28 AM, Xavier Bestel xavier.bes...@free.fr wrote: On Wed, 2010-03-31 at 13:29 +0900, Miles Bader wrote: Luca Barbieri luca.barbi...@gmail.com writes: In fact, given the Gallium architecture, it may even make sense to support a variant of DirectX 10 as the main

Re: [Mesa3d-dev] gallium raw interfaces

2010-04-01 Thread Luca Barbieri
Once MS changes interfaces, then there's _no advantage_ to using DX10 internally, regardless of what WINE does, and one might as well use OpenGL. Wine doesn't change that. [resent to ML, inadvertently replied only to Miles] Note that my proposal was not to use DirectX 10 internally, but

Re: [Mesa3d-dev] gallium raw interfaces

2010-04-01 Thread Corbin Simpson
On Thu, Apr 1, 2010 at 1:32 AM, Luca Barbieri luca.barbi...@gmail.com wrote: Once MS changes interfaces, then there's _no advantage_ to using DX10 internally, regardless of what WINE does, and one might as well use OpenGL.  Wine doesn't change that. [resent to ML, inadvertently replied only

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-31 Thread Xavier Bestel
On Wed, 2010-03-31 at 13:29 +0900, Miles Bader wrote: Luca Barbieri luca.barbi...@gmail.com writes: In fact, given the Gallium architecture, it may even make sense to support a variant of DirectX 10 as the main Mesa/Gallium API on all platfoms, instead of OpenGL. The apparent benefit

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-31 Thread Luca Barbieri
WINE can deal with that. The real showstopper is that WINE has to also work on MacOS X and Linux + NVIDIA blob, where Gallium is unavailable. We could actually consider making a Gallium driver that uses OpenGL to do rendering. If the app uses DirectX 10, this may not significantly degrade

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-30 Thread Keith Whitwell
On Sun, 2010-03-28 at 23:56 -0700, Chia-I Wu wrote: On Mon, Mar 29, 2010 at 1:51 AM, Keith Whitwell keith.whitw...@googlemail.com wrote: I've just pushed a variation on a theme a couple of people have explored in the past, ie. an interface to gallium without an intervening state-tracker.

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-30 Thread Luca Barbieri
An interesting option could be to provide a DirectX 10 implementation using TGSI text as the shader interface, which should be much easier than one would think at first. DirectX 10 + TGSI text would provide a very thin binary compatible layer over Gallium, unlike all existing state trackers. It

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-29 Thread Chia-I Wu
On Mon, Mar 29, 2010 at 1:51 AM, Keith Whitwell keith.whitw...@googlemail.com wrote: I've just pushed a variation on a theme a couple of people have explored in the past, ie. an interface to gallium without an intervening state-tracker. The purpose of this is for writing minimal test programs

[Mesa3d-dev] gallium raw interfaces

2010-03-28 Thread Keith Whitwell
Hi, I've just pushed a variation on a theme a couple of people have explored in the past, ie. an interface to gallium without an intervening state-tracker. The purpose of this is for writing minimal test programs to exercise new gallium drivers in isolation from the rest of the codebase. In

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-28 Thread Luca Barbieri
I posted something similar some time ago, that however could use hardware accelerated drivers with DRI2 or KMS, provided a substantial set of helpers and offered a complement of 3 demos. My solution to window-system issues was to simply have the application provide a draw callback to the

Re: [Mesa3d-dev] gallium raw interfaces

2010-03-28 Thread Corbin Simpson
On Sun, Mar 28, 2010 at 12:19 PM, Luca Barbieri luca.barbi...@gmail.com wrote: I posted something similar some time ago, that however could use hardware accelerated drivers with DRI2 or KMS, provided a substantial set of helpers and offered a complement of 3 demos. My solution to