Re: OSMesa and Gallium/LLVM
Brian Paul <[email protected]>
| Newsgroups | gmane.comp.video.mesa3d.user |
|---|---|
| Organization | VMware, Inc. |
| Message-ID | <[email protected]> |
On 09/27/2012 12:23 AM, [email protected] wrote: > Hallo, > > and Thanks for the quick response! > > On 26.09.2012 16:22, Brian Paul - [email protected] wrote: >> On 09/26/2012 05:18 AM, [email protected] wrote: >>> Hallo! >>> >>> I'd just like to ask if it is possible to use llvmpipe with OSMesa as >>> target. >> >> No, we'd basically need to write an OSMesa "state tracker" for >> gallium. It's on my long-term to-do list, but pretty low priority. > > How much effort do you think this would take? Doesn't it mean just to > replace the access operations to the X11 pixel store? No, it roughly means taking the src/mesa/drivers/osmesa/osmesa.c code, moving it to src/gallium/state_trackers/osmesa/ and rewriting it to work with Gallium. >>> Any other offscreen rendering solution would be fine too, as >>> long as it doesn't need an X Server (That's why PBuffers are not an >>> option). >> >> In terms of core OpenGL, you could use framebuffer objects to do >> off-screen rendering. But you'll still need some method of creating >> a rendering context, etc. Since you don't have an X server, GLX is >> out. EGL is the next logical choice but I don't think anyone's >> implemented a "dumb" EGL which doesn't use the window system at all. > > I see... > >> I'm afraid I don't know of any simple solution to your problem at > > This is sad news because there are two reasons for me to prefer the > LLVM solution: > > - I'ts supposed to be much faster. > - There seems to be a bug with the LOD selection of mipmaps when using > shaders (I haven't found any entries in bugzilla, may be I should > file one myself?). Sure, but I have a feeling this problem can't easily be fixed because of the way that fragment shaders are executed for swrast (there's no neighboring fragment information to properly compute texcoord derivatives). -Brian