search for: draw_vbo

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...