[PATCH 06/10] glamor: Add infrastructure for generating shaders on the fly
Keith Packard
keithp at keithp.com
Thu Mar 20 15:30:22 PDT 2014
Markus Wick <markus at selfnet.de> writes:
> First, I like to have some common functions to compile our shaders, bind
> common uniforms, defining common headers, ...
> But tbh I don't see why it's easier to split up the glsl source
> completely. Most shaders aren't more than 5 loc, so they are easier to
> read entirely.
> In dolphin, we've a common glsl "header" which is prepended for every
> shader and all common functions are defined there. Wouldn't such a
> "framework" be enough?
It's a hard trade-off -- the current code has the advantage of
separating out the fill code from the geometry code, which makes things
like tiled text 'free' to implement, which seems like a feature to me.
>> + * To get GL_POINTS drawn in the right spot, we need to adjust the
>> + * coordinates by 1/2 a pixel. This doesn't hurt rectangles at
>> + * all, so we just always do it. If we need to change someday, we
>> + * can add a parameter to this function
>
> This does hurt. Points must be placed on pixel center, but polygon
> border on pixel center is undefined behavoir.
> Hopefully we won't render lines. I guess for horizontal lines, x must be
> on pixel border and y on pixel center...
Eric mentioned this and I've added a parameter which does this now.
--
keith.packard at intel.com
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