From mboxrd@z Thu Jan 1 00:00:00 1970 From: Zachary Catlin Subject: Questions about libdrm programming Date: Fri, 10 Jun 2011 21:03:35 -0400 Message-ID: <20110610210335.69fe18af@b-612.localnet> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit Return-path: Received: from zc.is (zc.is [65.49.73.207]) by gabe.freedesktop.org (Postfix) with ESMTP id 0A8D09E7FE for ; Fri, 10 Jun 2011 18:12:17 -0700 (PDT) Received: from b-612.localnet (h96-60-211-67.cytnin.dsl.dynamic.tds.net [96.60.211.67]) by zc.is (Postfix) with ESMTPSA id 6DE2E3FCBE for ; Sat, 11 Jun 2011 01:04:18 +0000 (UTC) List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org I'm interested in (1) using my graphics card for computations and (2) low-level shader code, and I'm looking for guidance on how I would go about doing the following operations with libdrm (sans Mesa): * client-side initialization * loading textures into the GPU * loading a bytecode shader into the GPU * creating a texture on the GPU without uploading data * running the shader using the uploaded textures as inputs and the non-uploaded texture as the output * transferring the output texture into main memory * tear-down, finalization The GPU in question is a Radeon RV730, if any hardware-dependent discussion is needed. I've tried to understand the workflow by looking at the Mesa and Plymouth sources and the documentation I've found for the DRI/DRM, but I could still use some guidance.