Displaying 12 results from an estimated 12 matches for "draw_vbo".
2014 May 20
2
RFC: Fixing nv30 fbo attachments
...T textures can sometimes end
up allocated linearly by e.g. the ddx, or something else.) The
different sizes are handled by not exposing ARB_fbo. However the rest
of the cases remain.
Now that I kinda understand how things are structured, I was thinking
of doing the following:
When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
one of the problems above), I would instead put in a temporary texture
as the depth attachment. Before actually drawing, I would blit from
the real target texture into the temporary texture, and then when
rendering is done, blit back from the temp texture...
2016 Apr 19
2
more one question regarding gl and nouveau
Hi Ilia, you were straight to the point for me in:
"src/mesa/vbo will upload it to a vbo. The driver then points the
hardware at the vbo and tells it to read from there."
But where is it the function that implements this? Is it in
nv30_draw_vbo(...)? Please, give me a function name or
at least a file name?
2016-04-19 10:04 GMT-04:00 Ilia Mirkin <imirkin at alum.mit.edu>:
> On Tue, Apr 19, 2016 at 8:52 AM, Daniel Melo Jorge da Cunha
> <dmjcunha at gmail.com> wrote:
> > Hi, for example, if I have glVertex3f(0.75, 0...
2014 May 20
2
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...e ddx, or something else.) The
>> different sizes are handled by not exposing ARB_fbo. However the rest
>> of the cases remain.
>>
>> Now that I kinda understand how things are structured, I was thinking
>> of doing the following:
>>
>> When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
>> one of the problems above), I would instead put in a temporary texture
>> as the depth attachment. Before actually drawing, I would blit from
>> the real target texture into the temporary texture, and then when
>> rendering is do...
2014 May 21
2
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...t sizes are handled by not exposing ARB_fbo. However the rest
>>>> of the cases remain.
>>>>
>>>> Now that I kinda understand how things are structured, I was thinking
>>>> of doing the following:
>>>>
>>>> When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
>>>> one of the problems above), I would instead put in a temporary texture
>>>> as the depth attachment. Before actually drawing, I would blit from
>>>> the real target texture into the temporary texture, and then when...
2014 May 21
1
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...ever the rest
>>>>>> of the cases remain.
>>>>>>
>>>>>> Now that I kinda understand how things are structured, I was thinking
>>>>>> of doing the following:
>>>>>>
>>>>>> When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
>>>>>> one of the problems above), I would instead put in a temporary texture
>>>>>> as the depth attachment. Before actually drawing, I would blit from
>>>>>> the real target texture into the temporary...
2016 Apr 19
0
more one question regarding gl and nouveau
...ail.com> wrote:
> Hi Ilia, you were straight to the point for me in:
>
> "src/mesa/vbo will upload it to a vbo. The driver then points the
> hardware at the vbo and tells it to read from there."
>
> But where is it the function that implements this? Is it in
> nv30_draw_vbo(...)? Please, give me a function name or
> at least a file name?
Before draw_vbo is called, the vbo will have been set up via
pipe->bind_vertex_elements_state and pipe->set_vertex_buffers. The
draw call will then validate those, by calling nv30_state_validate (or
something along those lin...
2014 May 20
0
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...llocated linearly by e.g. the ddx, or something else.) The
> different sizes are handled by not exposing ARB_fbo. However the rest
> of the cases remain.
>
> Now that I kinda understand how things are structured, I was thinking
> of doing the following:
>
> When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
> one of the problems above), I would instead put in a temporary texture
> as the depth attachment. Before actually drawing, I would blit from
> the real target texture into the temporary texture, and then when
> rendering is done, blit back fr...
2014 May 20
0
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...he
>>> different sizes are handled by not exposing ARB_fbo. However the rest
>>> of the cases remain.
>>>
>>> Now that I kinda understand how things are structured, I was thinking
>>> of doing the following:
>>>
>>> When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
>>> one of the problems above), I would instead put in a temporary texture
>>> as the depth attachment. Before actually drawing, I would blit from
>>> the real target texture into the temporary texture, and then when
>>>...
2014 May 21
0
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...ot exposing ARB_fbo. However the rest
>>>>> of the cases remain.
>>>>>
>>>>> Now that I kinda understand how things are structured, I was thinking
>>>>> of doing the following:
>>>>>
>>>>> When rendering (i.e. draw_vbo & co) and the fbo has changed (and has
>>>>> one of the problems above), I would instead put in a temporary texture
>>>>> as the depth attachment. Before actually drawing, I would blit from
>>>>> the real target texture into the temporary texture, an...
2015 Nov 19
7
[Bug 93004] New: Guild Wars 2 crash on nouveau DX11 cards
https://bugs.freedesktop.org/show_bug.cgi?id=93004
Bug ID: 93004
Summary: Guild Wars 2 crash on nouveau DX11 cards
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/nouveau
Assignee: nouveau at
2014 Nov 27
0
[Mesa-dev] [RFC] tegra: Initial support
...ot;
> +
> +static void
> +tegra_destroy(struct pipe_context *pcontext)
> +{
> + struct tegra_context *context = to_tegra_context(pcontext);
> +
> + context->gpu->destroy(context->gpu);
> + free(context);
> +}
> +
> +static void
> +tegra_draw_vbo(struct pipe_context *pcontext,
> + const struct pipe_draw_info *pinfo)
> +{
> + struct tegra_context *context = to_tegra_context(pcontext);
> + struct pipe_draw_info info;
> +
> + if (pinfo && pinfo->indirect) {
> + memcpy...
2014 Nov 27
7
[RFC] tegra: Initial support
...ude "tegra/tegra_resource.h"
+#include "tegra/tegra_screen.h"
+
+static void
+tegra_destroy(struct pipe_context *pcontext)
+{
+ struct tegra_context *context = to_tegra_context(pcontext);
+
+ context->gpu->destroy(context->gpu);
+ free(context);
+}
+
+static void
+tegra_draw_vbo(struct pipe_context *pcontext,
+ const struct pipe_draw_info *pinfo)
+{
+ struct tegra_context *context = to_tegra_context(pcontext);
+ struct pipe_draw_info info;
+
+ if (pinfo && pinfo->indirect) {
+ memcpy(&info, pinfo, sizeof(info));
+ info.indirect = tegra_resource_unwr...