Add a draw-pixel-with-texture testcase to check if texture
sampling is happened while drawing pixels by glDrawPixels.
v2: use piglit_probe_rect_rgba instead of just sampling a
set of pixels(comments from Eric)
Signed-off-by: Yuanhan Liu yuanhan@linux.intel.com
---
tests/all.tests
I think that PIPE_CAP_FLOAT_XXX is too long and that the non-abbreviated
_FLOAT_ word is distracting and misleading, as it sounds like it's related with
floating point features, which is not. Something more subtle, such as
PIPE_CAPF_XXX, would be OK though. It's consistent with get_param and
Johannes Obermayr's recent patch series remind me of one thing I've been
planning to ask here for quite some time:
Would anybody oppose dropping automake build system in mesademos for just cmake
?
On Mesa there is rationale behind the two different build systems (automake and
scons), but for
Looks good to me.
Jose
- Original Message -
---
src/mesa/main/readpix.c | 45
+
1 files changed, 45 insertions(+), 0 deletions(-)
diff --git a/src/mesa/main/readpix.c b/src/mesa/main/readpix.c
index aa893de..8048a72 100644
---
On Mon, Nov 21, 2011 at 11:17 AM, Jose Fonseca jfons...@vmware.com wrote:
Johannes Obermayr's recent patch series remind me of one thing I've been
planning to ask here for quite some time:
Would anybody oppose dropping automake build system in mesademos for just
cmake ?
On Mesa there is
- Original Message -
On Mon, Nov 21, 2011 at 11:17 AM, Jose Fonseca jfons...@vmware.com
wrote:
Johannes Obermayr's recent patch series remind me of one thing I've
been planning to ask here for quite some time:
Would anybody oppose dropping automake build system in mesademos
On Mon, Nov 21, 2011 at 9:53 AM, Jose Fonseca jfons...@vmware.com wrote:
I think that PIPE_CAP_FLOAT_XXX is too long and that the non-abbreviated
_FLOAT_ word is distracting and misleading, as it sounds like it's related
with floating point features, which is not. Something more subtle, such
https://bugs.freedesktop.org/show_bug.cgi?id=43138
Bug #: 43138
Summary: [glsl] fail to get the active attribute with function
glGetProgramiv
Classification: Unclassified
Product: Mesa
Version: 7.11
Platform: Other
https://bugs.freedesktop.org/show_bug.cgi?id=43138
--- Comment #1 from sunyi yi@intel.com 2011-11-21 06:44:48 PST ---
Created attachment 53740
-- https://bugs.freedesktop.org/attachment.cgi?id=53740
Piglit case to test retrieving the number of active attribute.
--
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On 11/20/2011 07:08 AM, Marek Olšák wrote:
unpack_float_z_Z24_X8 fails with -O2 in:
- fbo-blit-d24s8
- fbo-depth-sample-compare
- fbo-readpixels-depth-formats
- glean/depthStencil
With -O0, it works fine.
I am removing all the assertions. There's not much point in having them,
is there?
---
https://bugs.freedesktop.org/show_bug.cgi?id=41999
--- Comment #2 from Neil Roberts n...@linux.intel.com 2011-11-21 07:40:50 PST
---
Created attachment 53741
-- https://bugs.freedesktop.org/attachment.cgi?id=53741
Standalone test case
I still have the issue but actually the situation is more
https://bugs.freedesktop.org/show_bug.cgi?id=41999
Neil Roberts n...@linux.intel.com changed:
What|Removed |Added
Summary|GL_OES_mapbuffer is
On 16.11.2011 15:38, Maarten Lankhorst wrote:
Hey,
On 11/16/2011 02:47 PM, Christian König wrote:
On 15.11.2011 17:52, Maarten Lankhorst wrote:
Deleted:
- begin_frame/end_frame: Was only useful for XvMC, should be folded into flush..
I'm not completely happy with the current interface also,
https://bugs.freedesktop.org/show_bug.cgi?id=43143
--- Comment #1 from Henri Verbeet hverb...@gmail.com 2011-11-21 09:01:22 PST
---
We should cherry pick 5485192, I guess.
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https://bugs.freedesktop.org/show_bug.cgi?id=43122
--- Comment #2 from Kai deb...@carbon-project.org 2011-11-21 10:09:01 PST ---
Created attachment 53744
-- https://bugs.freedesktop.org/attachment.cgi?id=53744
Bisection run for this bug
As this is a regression, I did a git bisect, but
On Sun, 20 Nov 2011 15:08:55 +0100, Marek Olšák mar...@gmail.com wrote:
unpack_float_z_Z24_X8 fails with -O2 in:
- fbo-blit-d24s8
- fbo-depth-sample-compare
- fbo-readpixels-depth-formats
- glean/depthStencil
With -O0, it works fine.
I am removing all the assertions. There's not much
On Mon, 21 Nov 2011 03:17:03 -0800 (PST), Jose Fonseca jfons...@vmware.com
wrote:
Johannes Obermayr's recent patch series remind me of one thing I've
been planning to ask here for quite some time:
Would anybody oppose dropping automake build system in mesademos for
just cmake ?
cmake is
https://bugs.freedesktop.org/show_bug.cgi?id=43122
Kai deb...@carbon-project.org changed:
What|Removed |Added
CC||bri...@vmware.com
---
https://bugs.freedesktop.org/show_bug.cgi?id=43122
--- Comment #4 from Brian Paul bri...@vmware.com 2011-11-21 10:41:41 PST ---
When you're bisecting and get the undefined reference to `_swrast_ReadPixels'
error, just temporarily change the offending call to be _mesa_readpixels
instead. That
On 11/21/2011 05:07 AM, Jose Fonseca wrote:
- Original Message -
On Mon, Nov 21, 2011 at 11:17 AM, Jose Fonsecajfons...@vmware.com
wrote:
Johannes Obermayr's recent patch series remind me of one thing I've
been planning to ask here for quite some time:
Would anybody oppose dropping
On 11/20/2011 07:08 AM, Marek Olšák wrote:
This fixes:
- depthstencil-default_fb-copypixels
- fbo-depthstencil-GL_DEPTH24_STENCIL8-copypixels
---
src/mesa/state_tracker/st_cb_drawpixels.c |7 +++
1 files changed, 7 insertions(+), 0 deletions(-)
diff --git
I probably haven't built/tested the Cell driver in nearly a year and
nobody's reported any bugs or submitted patches for it so I think it's
effectively dead.
-Brian
On 11/19/2011 10:50 AM, Marek Olšák wrote:
Well, there are three drivers which are pretty much dead:
- cell
- failover
On 11/21/2011 09:40 AM, Eric Anholt wrote:
On Mon, 21 Nov 2011 03:17:03 -0800 (PST), Jose Fonsecajfons...@vmware.com
wrote:
Johannes Obermayr's recent patch series remind me of one thing I've
been planning to ask here for quite some time:
Would anybody oppose dropping automake build system
NAK with extreme prejudice. Technically speaking, these are app bugs.
I absolutely will not disable all correct behavior to work around broken
apps. The problem is the following shaders will correctly link, but
completely explode:
uniform float array[1234];
uniform int i;
void main() {
On 11/19/2011 07:42 AM, Marek Olšák wrote:
On Fri, Nov 18, 2011 at 9:44 PM, Ian Romanicki...@freedesktop.org wrote:
On 11/18/2011 11:27 AM, Marek Olšák wrote:
This patch also needs to change the _mesa_glsl_supported_extensions table in
glsl_parser_extras.cpp. AMD_conservative_depth is used
https://bugs.freedesktop.org/show_bug.cgi?id=43143
--- Comment #3 from Henri Verbeet hverb...@gmail.com 2011-11-21 11:08:10 PST
---
Sure, pushed.
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You are the assignee
On 11/18/2011 05:03 PM, Eric Anholt wrote:
On Fri, 18 Nov 2011 12:50:36 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
Essentially, this patch just globally substitutes `irb-region` with
`irb-mt-region` and then does some minor cleanups to avoid segfaults
and other problems.
This
On 11/21/2011 09:40 AM, Eric Anholt wrote:
On Mon, 21 Nov 2011 03:17:03 -0800 (PST), Jose Fonseca jfons...@vmware.com
wrote:
Johannes Obermayr's recent patch series remind me of one thing I've
been planning to ask here for quite some time:
Would anybody oppose dropping automake build system
A lot of the state manipulation is handled by the meta-op state setup.
However, some batches need manual intervention.
v2: [anholt] Do not special-case the
3DSTATE_DEPTH_STENCIL.Depth_Test_Enable bit for HiZ in
gen6_upload_depth_stencil(). The HiZ meta-op sets ctx-Depth.Test, so
just
On 11/18/2011 04:37 PM, Eric Anholt wrote:
On Thu, 17 Nov 2011 19:58:55 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
Before emitting primitives in brw_try_draw_prims(), resolve the depth
buffer's HiZ buffer and resolve the depth buffer of each enabled depth
texture.
https://bugs.freedesktop.org/show_bug.cgi?id=43125
--- Comment #3 from Ian Romanick i...@freedesktop.org 2011-11-21 11:49:17 PST
---
Does the application generate any errors in a log? Does running a debug build
of Mesa cause any Mesa warnings to be logged?
--
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From: Ian Romanick ian.d.roman...@intel.com
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used. Multiplying by 4 when
setting gl_shader::num_uniform_components caused us to count 4x as
many uniform components as were actually used.
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #10 from Ian Romanick i...@freedesktop.org 2011-11-21 11:54:03
PST ---
I just posted a patch to the mesa-dev mailing list that may fix this issue:
http://lists.freedesktop.org/archives/mesa-dev/2011-November/014913.html
--
https://bugs.freedesktop.org/show_bug.cgi?id=43125
--- Comment #4 from Ian Romanick i...@freedesktop.org 2011-11-21 11:55:07 PST
---
I just posted a patch to the mesa-dev mailing list that may fix this issue:
http://lists.freedesktop.org/archives/mesa-dev/2011-November/014913.html
--
On 11/21/2011 11:27 AM, Chad Versace wrote:
On 11/18/2011 05:03 PM, Eric Anholt wrote:
On Fri, 18 Nov 2011 12:50:36 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
Essentially, this patch just globally substitutes `irb-region` with
`irb-mt-region` and then does some minor cleanups to
- Original Message -
On 11/21/2011 09:40 AM, Eric Anholt wrote:
On Mon, 21 Nov 2011 03:17:03 -0800 (PST), Jose Fonseca
jfons...@vmware.com wrote:
Johannes Obermayr's recent patch series remind me of one thing
I've
been planning to ask here for quite some time:
Would
- Original Message -
On Mon, 21 Nov 2011 03:17:03 -0800 (PST), Jose Fonseca
jfons...@vmware.com wrote:
Johannes Obermayr's recent patch series remind me of one thing I've
been planning to ask here for quite some time:
Would anybody oppose dropping automake build system in
https://bugs.freedesktop.org/show_bug.cgi?id=43122
Kai deb...@carbon-project.org changed:
What|Removed |Added
Attachment #53744|0 |1
is obsolete|
If the gallium driver doesn't support PIPE_FORMAT_R16G16B16A16_SNORM
the call to st_choose_renderbuffer_format() would fail and we'd generate
an GL_OUT_OF_MEMORY error. We'd never get to the subsequent code that
handles software/malloc-based renderbuffers.
Add a special-case check for
https://bugs.freedesktop.org/show_bug.cgi?id=43122
--- Comment #6 from Brian Paul bri...@vmware.com 2011-11-21 13:13:16 PST ---
I can't test the r600g driver so hopefully someone else can take a look at
this.
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--- You
On Mon, 21 Nov 2011 11:51:13 -0800, Ian Romanick i...@freedesktop.org wrote:
From: Ian Romanick ian.d.roman...@intel.com
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used. Multiplying by 4 when
setting gl_shader::num_uniform_components
Hi,
these are previous patches I reformatted to fix my git user name.
Regards,
Vincent
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mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev
BindBuffer* functions are part of tfb extension. They are however
used by others extensions such as uniform buffer object.
This patch moves the BindBuffer* definition to to bufferobj.c
where it acts as a dispatcher calling original tfb function ;
BindBuffer* functions can be used by
This patch adds a 2d ureg_src constructor, and add a field in
st_src_reg inside glsl_to_tgsi that hold potential 2d index.
2d indexing is required at least for uniform buffer object
support
---
src/gallium/auxiliary/tgsi/tgsi_ureg.h | 12
ureg_DECL_constant2D does not return anything.
---
src/gallium/auxiliary/tgsi/tgsi_ureg.c |4 ++--
1 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.c
b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
index cada435..5d8dbba 100644
---
https://bugs.freedesktop.org/show_bug.cgi?id=42930
--- Comment #11 from Pavel Ondračka pavel.ondra...@email.cz 2011-11-21
14:02:14 PST ---
(In reply to comment #10)
I just posted a patch to the mesa-dev mailing list that may fix this issue:
Eric, is this v3 change what you had in mind?
-
A lot of the state manipulation is handled by the meta-op state setup.
However, some batches need manual intervention.
v2:
Do not special-case the 3DSTATE_DEPTH_STENCIL.Depth_Test_Enable bit
for HiZ in gen6_upload_depth_stencil(). The
On 11/18/2011 05:19 PM, Eric Anholt wrote:
On Thu, 17 Nov 2011 19:58:54 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
To do so, we must resolve all buffers on entering a glBegin/glEnd block.
For the detailed explanation, see the Doxygen comments in this patch.
Signed-off-by: Chad
To do so, we must resolve all buffers on entering a glBegin/glEnd block.
For the detailed explanation, see the Doxygen comments in this patch.
v2ju:
- Fix typo: s/enusure/ensure/.
- In brwPrepareExecBegin(), do the same resolves as done by
brw_predraw_resolve_buffers().
CC: Eric
On 11/18/2011 05:36 PM, Eric Anholt wrote:
On Thu, 17 Nov 2011 19:59:02 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
When a depth texture is first attached to framebuffer, allocate a HiZ
miptree for it.
Signed-off-by: Chad Versace chad.vers...@linux.intel.com
---
https://bugs.freedesktop.org/show_bug.cgi?id=43125
--- Comment #5 from Jure Repinc jlp.b...@gmail.com 2011-11-21 14:26:54 PST ---
IF I did everything right applying this patch, then it unfortunately doesn't
appear to help. I get this output when I run the game:
$
libGL: Can't open configuration
On 11/18/2011 05:43 PM, Eric Anholt wrote:
On Thu, 17 Nov 2011 19:59:04 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
Signed-off-by: Chad Versace chad.vers...@linux.intel.com
---
src/mesa/drivers/dri/i965/brw_defines.h |9 +
On 11/18/2011 05:55 PM, Eric Anholt wrote:
On Thu, 17 Nov 2011 19:59:08 -0800, Chad Versace
chad.vers...@linux.intel.com wrote:
I found the line of code that breaks the test, but don't know how to
easily fix it.
Signed-off-by: Chad Versace chad.vers...@linux.intel.com
---
From: Anuj Phogat anuj.pho...@gmail.com
Thanks for the review comments. Here is the updated patch to allow depth
component cube maps in GL 3.0.
I'll post the piglit testcase for this patch in a separate e-mail.
Anuj
Signed-off-by: Anuj Phogat anuj.pho...@gmail.com
---
src/mesa/main/teximage.c
On 11/21/2011 03:45 PM, anuj.pho...@gmail.com wrote:
From: Anuj Phogatanuj.pho...@gmail.com
Thanks for the review comments. Here is the updated patch to allow depth
component cube maps in GL 3.0.
I'll post the piglit testcase for this patch in a separate e-mail.
Anuj
Signed-off-by: Anuj
On 11/21/2011 02:01 PM, Vincent Lejeune wrote:
BindBuffer* functions are part of tfb extension. They are however
used by others extensions such as uniform buffer object.
This patch moves the BindBuffer* definition to to bufferobj.c
where it acts as a dispatcher calling original
On 11/21/2011 01:27 PM, Eric Anholt wrote:
On Mon, 21 Nov 2011 11:51:13 -0800, Ian Romanicki...@freedesktop.org wrote:
From: Ian Romanickian.d.roman...@intel.com
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used. Multiplying by 4 when
From: Kenneth Graunke kenn...@whitecape.org
I implemented functions for horizontal/vertical alignment units separately
because I find it easier to read that way...especially with all the
corner-cases.
[chad] Corrected the vertical alignment calculation by checking for
depthstencil formats.
v2:
Thanks for looking into this, Ian.
Acked-by: Marek Olšák mar...@gmail.com
On Mon, Nov 21, 2011 at 8:51 PM, Ian Romanick i...@freedesktop.org wrote:
From: Ian Romanick ian.d.roman...@intel.com
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components
On Mon, 21 Nov 2011 14:02:40 -0800, Chad Versace chad.vers...@linux.intel.com
wrote:
Eric, is this v3 change what you had in mind?
-
A lot of the state manipulation is handled by the meta-op state setup.
However, some batches need manual intervention.
v2:
Do not special-case
On Mon, 21 Nov 2011 15:53:09 -0800, Chad Versace chad.vers...@linux.intel.com
wrote:
From: Kenneth Graunke kenn...@whitecape.org
I implemented functions for horizontal/vertical alignment units separately
because I find it easier to read that way...especially with all the
corner-cases.
Here are some fixes for stencil buffers on gen7. Patch 3 fixes a critical bug
in the builtin DRI2 backend; without the fix, an app crashes if it requests
a window system stencil buffer.
The following changes since commit 658d994473dcfbff140e43178253bbcf438af797:
mesa: use format string in
On 11/19/2011 09:54 AM, Marek Olšák wrote:
The series is
Reviewed-by: Ian Romanick ian.d.roman...@intel.com
---
src/glsl/glcpp/glcpp-parse.y|2 +-
src/glsl/glsl_parser_extras.cpp |4 ++--
src/mesa/main/extensions.c |4 ++--
src/mesa/main/mtypes.h |2 +-
https://bugs.freedesktop.org/show_bug.cgi?id=43138
--- Comment #2 from Gordon Jin gordon@intel.com 2011-11-21 17:22:10 UTC
---
It looks like the built-in attribute gl_vertex not counted by
GL_ACTIVE_ATTRIBUTES, similar to bug#32403. This one is for attribute, and that
one is for uniform.
--
https://bugs.freedesktop.org/show_bug.cgi?id=43138
--- Comment #3 from Ian Romanick i...@freedesktop.org 2011-11-21 17:37:30 UTC
---
This problem only exists in 7.11,correct?
This should have been fixed on master by a fairly long (12 patches) and
intrusive patch sequence that ended at commit
https://bugs.freedesktop.org/show_bug.cgi?id=43138
sunyi yi@intel.com changed:
What|Removed |Added
Version|7.11|git
--- Comment #4 from sunyi
On 11/21/2011 11:51 AM, Ian Romanick wrote:
From: Ian Romanick ian.d.roman...@intel.com
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used. Multiplying by 4 when
setting gl_shader::num_uniform_components caused us to count 4x as
many
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