On 07/13/2010 05:46 PM, Segovia, Benjamin wrote:
To be more precise,
- The shader compiler present in src/mesa/slang is used.
- The glsl shader (randomly taken on the net) is:
void main(){
const float PI = 3.14159265358979323846264;
const float angle = 45.0;
const float rad_angle =
On 07/13/2010 02:55 PM, Jerome Glisse wrote:
In order to clarify the licensing of mesa-demos i propose to add
the attach copying file. I simply cut/paste the MIT license preserving
the close forbidding use of silicon graphics in advertising for the
software.
I am not a lawyer or anythings close
On 07/13/2010 11:52 AM, Maciej Cencora wrote:
Dnia poniedziałek 12 lipca 2010 o 23:32:37 Brian Paul napisał(a):
Maciej Cencora wrote:
Dnia poniedziałek 12 lipca 2010 o 20:31:42 Brian Paul napisał(a):
Maciej Cencora wrote:
Hi,
while working on failing piglit tests I've stumbled on a problem
https://bugs.freedesktop.org/show_bug.cgi?id=27962
Nick Bowler nbow...@draconx.ca changed:
What|Removed |Added
Attachment #35414|0 |1
is obsolete|
https://bugs.freedesktop.org/show_bug.cgi?id=27962
--- Comment #4 from Nick Bowler nbow...@draconx.ca 2010-07-14 10:02:16 PDT ---
(In reply to comment #3)
Nick, can you post the patch to mesa-...@lists.freedesktop.org? Once we get
some review I can commit it.
Patch is sent and should reach
On Wed, 14 Jul 2010 12:01:49 -0400
Nick Bowler nbow...@draconx.ca wrote:
When direct rendering is being used, DRI2 BufferSwapComplete events are
sent unconditionally to clients, even if they haven't been requested.
This causes error messages to be printed by every freeglut application
of the
https://bugs.freedesktop.org/show_bug.cgi?id=27962
Jesse Barnes jbar...@virtuousgeek.org changed:
What|Removed |Added
Status|NEW |RESOLVED
Actually, even the computation of rad_angle is ignored at compile time.
I was also thinking about more optimizations in the final GPU code i.e.
contuining what has been started with the _mesa_optimize function. rather
working directly on the ir tree. Not sure of what is the best strategy. I
On 07/14/2010 12:27 PM, Segovia, Benjamin wrote:
Actually, even the computation of rad_angle is ignored at compile time.
Sounds like a bug/regression. Could you look into that?
I was also thinking about more optimizations in the final GPU code
i.e. contuining what has been started with the
https://bugs.freedesktop.org/show_bug.cgi?id=29044
Bug 29044 depends on bug 27216, which changed state.
Bug 27216 Summary: Assignment with a function call in an if statement causes an
assertion failure
https://bugs.freedesktop.org/show_bug.cgi?id=27216
What|Old Value
Hmmm, (partial) error from my side.
Despite the code posted in the first post, the initial code was _without_
consting the variables. The code _without_ const leads to the GPU code with
the arithmetic computations on constant.
Adding the const keyword simplifies the expressions (and let the
On Wed, Jul 14, 2010 at 6:14 PM, Segovia, Benjamin
benjamin.sego...@intel.com wrote:
Hmmm, (partial) error from my side.
Despite the code posted in the first post, the initial code was _without_
consting the variables. The code _without_ const leads to the GPU code with
the arithmetic
https://bugs.freedesktop.org/show_bug.cgi?id=29052
Shuang He shuang...@intel.com changed:
What|Removed |Added
CC||e...@anholt.net,
https://bugs.freedesktop.org/show_bug.cgi?id=29052
--- Comment #3 from Chia-I Wu olva...@gmail.com 2010-07-14 19:09:57 PDT ---
This is a bug introduced by me when switching to use a dynamic array to manage
EGLConfigs and EGLScreens. I've committed an alternative fix (d7284b) to fix
both
https://bugs.freedesktop.org/show_bug.cgi?id=28790
Chia-I Wu olva...@gmail.com changed:
What|Removed |Added
Status|NEW |RESOLVED
Thanks for that. It may be clearly useful.
FYW, I output big shaders from nexuiz ( 100 inst) and clearly swizzling kills
opportunities of optimizations. A serie of instructions may be totally useless
but swizzles make the flow analysis more complicated.
For big nexuiz fragment shaders, almost
On Wed, Jul 14, 2010 at 09:16:15PM -0700, Segovia, Benjamin wrote:
Thanks for that. It may be clearly useful.
FYW, I output big shaders from nexuiz ( 100 inst) and clearly swizzling
kills opportunities of optimizations. A serie of instructions may be totally
useless but swizzles make the
Yep, I start to read it and it is clearly what I was looking for. But I am
still wondering if this is so useful to make it here since some back ends (like
Intel GPU fragment programs and maybe g80s (???) ) use struct of array layouts
which do not need swizzle.
BTW, the simpler solution for
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