Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Brian Paul
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 =

Re: [Mesa-dev] mesa-demos licensing/copying file

2010-07-14 Thread Brian Paul
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

Re: [Mesa-dev] Bug in _mesa_meta_GenerateMipmap

2010-07-14 Thread Brian Paul
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

[Mesa-dev] [Bug 27962] BufferSwapComplete delivered when not selected for (direct rendering)

2010-07-14 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=27962 Nick Bowler nbow...@draconx.ca changed: What|Removed |Added Attachment #35414|0 |1 is obsolete|

[Mesa-dev] [Bug 27962] BufferSwapComplete delivered when not selected for (direct rendering)

2010-07-14 Thread bugzilla-daemon
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

Re: [Mesa-dev] [PATCH] dri2: Track event mask in client code.

2010-07-14 Thread Jesse Barnes
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

[Mesa-dev] [Bug 27962] BufferSwapComplete delivered when not selected for (direct rendering)

2010-07-14 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=27962 Jesse Barnes jbar...@virtuousgeek.org changed: What|Removed |Added Status|NEW |RESOLVED

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
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

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Brian Paul
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

[Mesa-dev] [Bug 29044] GLSL compiler tracker

2010-07-14 Thread bugzilla-daemon
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

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
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

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Alex Deucher
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

[Mesa-dev] [Bug 29052] [egl] eglGetConfigs should return num of available configs when parameter configs = NULL

2010-07-14 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29052 Shuang He shuang...@intel.com changed: What|Removed |Added CC||e...@anholt.net,

[Mesa-dev] [Bug 29052] [egl] eglGetConfigs should return num of available configs when parameter configs = NULL

2010-07-14 Thread bugzilla-daemon
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

[Mesa-dev] [Bug 28790] Improve OpenGL ES 2.0 gears demo

2010-07-14 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=28790 Chia-I Wu olva...@gmail.com changed: What|Removed |Added Status|NEW |RESOLVED

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
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

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Tom Stellard
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

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
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