On 01/03/2015 01:10 PM, Rob Clark wrote:
> On Sat, Jan 3, 2015 at 12:35 PM, Keith Packard wrote:
>> Rob Clark writes:
>>
>>> hmm, what minimum gl and gles version do we need to expose instanced
>>> drawing? Or any other useful extensions that glamor could use? Not
>>> sure if that would make a
On Sat, 3 Jan 2015 16:10:21 -0500
Rob Clark wrote:
> On Sat, Jan 3, 2015 at 12:35 PM, Keith Packard wrote:
> > Rob Clark writes:
> >
> >> hmm, what minimum gl and gles version do we need to expose instanced
> >> drawing? Or any other useful extensions that glamor could use? Not
> >> sure if
On Sat, Jan 3, 2015 at 12:35 PM, Keith Packard wrote:
> Rob Clark writes:
>
>> hmm, what minimum gl and gles version do we need to expose instanced
>> drawing? Or any other useful extensions that glamor could use? Not
>> sure if that would make a difference between gl vs gles?
>
> We use insta
Rob Clark writes:
> hmm, what minimum gl and gles version do we need to expose instanced
> drawing? Or any other useful extensions that glamor could use? Not
> sure if that would make a difference between gl vs gles?
We use instanced drawing on anything with GLSL version 1.30 or later.
As fo
On Fri, Jan 2, 2015 at 11:16 PM, Keith Packard wrote:
> Rob Clark writes:
>
>> well, adreno doesn't do native quads, and I think vc4 doesn't
>> either... so an alternative path is useful. Perhaps we should cook up
>> an extension to indicate that quads are emulated if just avoiding
>> quads acro
Rob Clark writes:
> well, adreno doesn't do native quads, and I think vc4 doesn't
> either... so an alternative path is useful. Perhaps we should cook up
> an extension to indicate that quads are emulated if just avoiding
> quads across the board is not a good option for some hw...
Would GLES j
On Fri, Jan 2, 2015 at 4:27 PM, Keith Packard wrote:
> "Jasper St. Pierre" writes:
>
>> On a UMA system, that's effectively free. With a triangle fan and
>> glMultiDrawElements, you can get it down to four, same as a quad. Though
>> I'm not sure if mesa fully supports glMultiDrawElements.
>>
>> I
"Jasper St. Pierre" writes:
> On a UMA system, that's effectively free. With a triangle fan and
> glMultiDrawElements, you can get it down to four, same as a quad. Though
> I'm not sure if mesa fully supports glMultiDrawElements.
>
> I believe mesa supports primitive reset, so with a triangle fan
On Thu, Jan 1, 2015 at 10:31 PM, Keith Packard wrote:
> Rob Clark writes:
>
> > What about simply not using GL_QUADS for the normal GL paths? Is
> > using quads, vs tri's and a few extra vertices really going to be a
> > win on some other hw? If not, avoiding quads would be a big help for
> >
Rob Clark writes:
> What about simply not using GL_QUADS for the normal GL paths? Is
> using quads, vs tri's and a few extra vertices really going to be a
> win on some other hw? If not, avoiding quads would be a big help for
> freedreno too..
Without quads, you end up replicating a lot of ver
On Wed, Dec 31, 2014 at 2:52 PM, Eric Anholt wrote:
> Rob Clark writes:
>
>> On Tue, Dec 30, 2014 at 5:54 PM, Eric Anholt wrote:
>>> I've been looking into X performance on VC4 recently. The first
>>> obvious thing happening was that we're hitting some fallbacks in the
>>> driver for things lik
Rob Clark writes:
> On Tue, Dec 30, 2014 at 5:54 PM, Eric Anholt wrote:
>> I've been looking into X performance on VC4 recently. The first
>> obvious thing happening was that we're hitting some fallbacks in the
>> driver for things like GL_QUADS, so I thought "what if I use the GLES2
>> paths i
On Tue, Dec 30, 2014 at 5:54 PM, Eric Anholt wrote:
> I've been looking into X performance on VC4 recently. The first
> obvious thing happening was that we're hitting some fallbacks in the
> driver for things like GL_QUADS, so I thought "what if I use the GLES2
> paths instead?" Turns out the GL
I've been looking into X performance on VC4 recently. The first
obvious thing happening was that we're hitting some fallbacks in the
driver for things like GL_QUADS, so I thought "what if I use the GLES2
paths instead?" Turns out the GLES2 paths are thoroughly broken now.
I wrote two quick patche
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