Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Keith Whitwell
Brian added a util function for copying the framebuffer state and adjusting all the refcounts... Keith From: Corbin Simpson [mostawesomed...@gmail.com] Sent: Sunday, January 31, 2010 11:11 AM To: Jose Fonseca Cc: Mesa3D-Development Subject: Re:

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Keith Whitwell
Luca, In GL, there doesn't seem to be a requirement for sequential usage - an app using ARB_vp/fp could explicitly pass TEXCOORD[10] and ignore 0..9 if it wanted to. In ARB_vp, that effectively means the shader would be using discontiguous register numbers, ie OUTPUT[0], OUTPUT[10], etc. In

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
An overview of the possible options. Let's call vertex shader outputs v and fragment shader inputs f Let v - f mean that v connects to f. NUM_INTERPOLATORS is the number of available interpolators. It is usually between 8 and 32. 1. Current Gallium v - f if and only if v == f Any values of v and

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Keith Whitwell
This seems like a very different idea of semantics. These aren't intended to be hardware resources, and there is no concept of querying the driver to figure out how many the hardware supports. Further, the indices for different semantic names are considered to be disjoint, permitting FOG[0],

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
On Mon, Feb 1, 2010 at 3:38 PM, Keith Whitwell kei...@vmware.com wrote: This seems like a very different idea of semantics.  These aren't intended to be hardware resources, and there is no concept of querying the driver to figure out how many the hardware supports.  Further, the indices for

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Christoph Bumiller
On 01.02.2010 15:32, Luca Barbieri wrote: An overview of the possible options. Let's call vertex shader outputs v and fragment shader inputs f Let v - f mean that v connects to f. NUM_INTERPOLATORS is the number of available interpolators. It is usually between 8 and 32. 1. Current Gallium

[Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Igor Oliveira
Hello, Theses patchs switch all shaders code implemeted using TGSI assembly by tgsi_ureg. Igor From 6ff667cff0b3d6460a2bb0d6845348b6a2c6e6e2 Mon Sep 17 00:00:00 2001 From: Igor Oliveira igor.olive...@openbossa.org Date: Mon, 1 Feb 2010 11:11:36 -0400 Subject: [PATCH 1/2] vega: change tgsi asm by

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
I can't really use a routing table state to produce a cso, because the hw routing table I generate depends on rasterizer state, e.g. I must not put in back face colour (we have a 2 to 1 mapping here) if twoside is disabled. Also, I'm routing based on the scalar *components* the FP reads,

[Mesa3d-dev] [Bug 26317] glsl compiled wrong

2010-02-01 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26317 Andre Maasikas amaasi...@gmail.com changed: What|Removed |Added Status|NEW |RESOLVED

[Mesa3d-dev] RFC: gallium-embedded

2010-02-01 Thread José Fonseca
I've just started another feature branch, gallium-embedded. The objectives of this branch are two-fold: - remove all inlines and os dependencies from src/gallium/include/pipe headers, so that gallium interfaces become pure interfaces and therefore everything else becomes optional - move all OS

[Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Keith Whitwell
Christoph, Luca, Twoside lighting has is a bit of a special case GL-ism. On a lot of hardware we end up implementing it by passing both front and back colors to the fragment shader and selecting between them using the FACE variable. If we removed the implicit fixed-function support for

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
On Mon, Feb 1, 2010 at 5:31 PM, Keith Whitwell kei...@vmware.com wrote: Christoph,  Luca, Twoside lighting has is a bit of a special case GL-ism.  On a lot of hardware we end up implementing it by passing both front and back colors to the fragment shader and selecting between them using the

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Keith Whitwell
DX9 semantic indexes are apparently unlimited, and you can definitely specify COLOR 0..3, I haven't tried to go further. Keith From: luca.barbi...@gmail.com [luca.barbi...@gmail.com] On Behalf Of Luca Barbieri [l...@luca-barbieri.com] Sent: Monday,

Re: [Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Zack Rusin
On Monday 01 February 2010 10:19:53 Igor Oliveira wrote: Hello, Theses patchs switch all shaders code implemeted using TGSI assembly by tgsi_ureg. Hey Igor, very nice work! Since I don't have the conformance framework anymore, did you test your changes with the examples that we have?

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
DX9 semantic indexes are apparently unlimited According to http://msdn.microsoft.com/en-us/library/ee418355%28VS.85%29.aspx, this is not the case. Here is the relevant text: These semantics have meaning when attached to a vertex-shader parameters. These semantics are supported in both Direct3D

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-01 Thread tom fogal
Mike Stroyan m...@lunarg.com writes: The changes to load EGL drivers by pattern matching had the side effect of not looking in the directories specified by LD_LIBRARY_PATH or -rpath or ldconfig . This is silly. If you give dlopen a library name: dlopen(libWhatever.so, flags); then *it*

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Roland Scheidegger
On 31.01.2010 18:41, Christoph Bumiller wrote: On 31.01.2010 01:37, Roland Scheidegger wrote: Marek Olšák wrote: 6) GL_ARB_shadow_ambient and texture compare-fail values. A comment in the fragment constants reads, Since Gallium doesn't support GL_ARB_shadow_ambient, this is

[Mesa3d-dev] Re-using OpenGL texture names

2010-02-01 Thread Christoph Bumiller
I just noticed that alienarena fails to create an FBO for depth rendering because on st_validate_framebuffer, the depth attachment contains a pt in the stObj with format XR8G8B8_UNORM, which nv50 (contrary to sp) reports as not supported in screen-is_format_supported if usage is ZS. This happens

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Keith Whitwell
Luca, I haven't tried to probe crazy high numbers, but within reason, my experience is that the numbers are unconstrained. Certainly, within the range you're suggesting for gallium, there is no constraint in DX9. No doubt where there is a system-interpreted meaning attached to a semantic,

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Christoph Bumiller
On 01.02.2010 17:31, Keith Whitwell wrote: Christoph, Luca, Twoside lighting has is a bit of a special case GL-ism. On a lot of hardware we end up implementing it by passing both front and back colors to the fragment shader and selecting between them using the FACE variable. If we

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-01 Thread Mike Stroyan
On Mon, Feb 1, 2010 at 10:35 AM, tom fogal tfo...@alumni.unh.edu wrote: Mike Stroyan m...@lunarg.com writes:   The changes to load EGL drivers by pattern matching had the side effect of not looking in the directories specified by LD_LIBRARY_PATH or -rpath or ldconfig . This is silly.  If you

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Christoph Bumiller
On 01.02.2010 18:37, Roland Scheidegger wrote: On 31.01.2010 18:41, Christoph Bumiller wrote: On 31.01.2010 01:37, Roland Scheidegger wrote: Marek Olšák wrote: 6) GL_ARB_shadow_ambient and texture compare-fail values. A comment in the fragment constants reads,

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Corbin Simpson
I propose that the following language be added to the spec: Gallium has no explicit mechanism for linking shaders. Shaders are implicitly linked in a pipeline at render time. Thus, linking must not fail and the pipe driver is permitted to change shader semantics to preserve linking. If a shader

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-01 Thread Mike Stroyan
olv, Here is a version of the patch that uses EGL_DRIVERS_PATH and checks for setuid/setgid before using EGL_DRIVER or EGL_DRIVERS_PATH. I want to avoid suffix matching somehow. I am not clear about the motive for a less than exact check for the library suffix in EGL_DRIVER. Are you

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
I haven't tried to probe crazy high numbers, but within reason, my experience is that the numbers are unconstrained. No, according to that document if you use TEXCOORD[n] then n NUM_TEXCOORDS. TEXCOORD[n] Texture coordinates float4 [...] n is an optional integer between 0 and the

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Brian Paul
Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I started a table comparing OpenGL to D3D: texture componentsOpenGL

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Keith Whitwell
Luca, Where the semantic indicates some relationship to actual system resources, I agree that the number is constrained by the number of those system resources. In the case of the gallium GENERIC semantic, there is explicitly no system resource that semantic is referring to and hence no limit

Re: [Mesa3d-dev] Re-using OpenGL texture names

2010-02-01 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Christoph Bumiller wrote: I just noticed that alienarena fails to create an FBO for depth rendering because on st_validate_framebuffer, the depth attachment contains a pt in the stObj with format XR8G8B8_UNORM, which nv50 (contrary to sp) reports

Re: [Mesa3d-dev] Re-using OpenGL texture names

2010-02-01 Thread Brian Paul
Christoph Bumiller wrote: I just noticed that alienarena fails to create an FBO for depth rendering because on st_validate_framebuffer, the depth attachment contains a pt in the stObj with format XR8G8B8_UNORM, which nv50 (contrary to sp) reports as not supported in screen-is_format_supported if

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
Where the semantic indicates some relationship to actual system resources, I agree that the number is constrained by the number of those system resources.  In the case of the gallium GENERIC semantic, there is explicitly no system resource that semantic is referring to and hence no limit on

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Corbin Simpson
This++. I've been scratching my head at some of these; having them specified would be great. Posting from a mobile, pardon my terseness. ~ C. On Feb 1, 2010 11:25 AM, Brian Paul bri...@vmware.com wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified

Re: [Mesa3d-dev] Re-using OpenGL texture names

2010-02-01 Thread Christoph Bumiller
On 01.02.2010 21:44, Brian Paul wrote: Christoph Bumiller wrote: I just noticed that alienarena fails to create an FBO for depth rendering because on st_validate_framebuffer, the depth attachment contains a pt in the stObj with format XR8G8B8_UNORM, which nv50 (contrary to sp) reports as not

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-01 Thread Roland Scheidegger
On 01.02.2010 20:23, Brian Paul wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I started a table comparing

[Mesa3d-dev] [PATCH] Fix progs/es2/xegl/tri.c

2010-02-01 Thread Mike Stroyan
The progs/es2/xegl/tri.c demo fails using, eglQuerySurface() with EGL_SURFACE_TYPE. Only eglGetConfigAttrib can query EGL_SURFACE_TYPE. This patch replaces that with querying EGL_CONFIG_ID, then using that ID to call eglChooseConfig and using that config to call eglGetConfigAttrib() with

[Mesa3d-dev] [Bug 26317] glsl compiled wrong

2010-02-01 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26317 --- Comment #9 from Brian Paul brian.e.p...@gmail.com 2010-02-01 16:36:35 PST --- Fixed on mesa 7.7 branch with commit e0d01c9d7f46ccd531f8dd1a04c5ac067200ef1e A regression test has been added to glean/glsl1 test. -- Configure bugmail:

Re: [Mesa3d-dev] Re-using OpenGL texture names

2010-02-01 Thread Brian Paul
Christoph Bumiller wrote: On 01.02.2010 21:44, Brian Paul wrote: Christoph Bumiller wrote: I just noticed that alienarena fails to create an FBO for depth rendering because on st_validate_framebuffer, the depth attachment contains a pt in the stObj with format XR8G8B8_UNORM, which nv50

Re: [Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Igor Oliveira
Hi again, Third version: removing debug messages Igor On Mon, Feb 1, 2010 at 10:08 PM, Igor Oliveira igor.olive...@openbossa.org wrote: Hi, I am resenting the patches, i fixed some bugs in ureg functions and did some clean up in shaders cache code. i tested it with all progs/openvg files.

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-01 Thread Luca Barbieri
A possible limitation of this scheme is that it doesn't readily map to hardware that can configure its own interpolators to behave either as GENERIC, COLOR (or some other semantic) dynamically. However, it seems to me that at least ARB_fragment_program only requires and supports 2 COLOR registers

Re: [Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Igor Oliveira
Hi, I am resenting the patches, i fixed some bugs in ureg functions and did some clean up in shaders cache code. i tested it with all progs/openvg files. Igor On Mon, Feb 1, 2010 at 1:02 PM, Zack Rusin za...@vmware.com wrote: On Monday 01 February 2010 10:19:53 Igor Oliveira wrote: Hello,

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-01 Thread Chia-I Wu
On Tue, Feb 2, 2010 at 2:49 AM, Mike Stroyan m...@lunarg.com wrote:  Here is a version of the patch that uses EGL_DRIVERS_PATH and checks for setuid/setgid before using EGL_DRIVER or EGL_DRIVERS_PATH. The patch seems to be missing :) I want to avoid suffix matching somehow. I am not clear

Re: [Mesa3d-dev] [PATCH] Fix progs/es2/xegl/tri.c

2010-02-01 Thread Chia-I Wu
On Tue, Feb 2, 2010 at 6:06 AM, Mike Stroyan m...@lunarg.com wrote: The progs/es2/xegl/tri.c demo fails using, eglQuerySurface() with EGL_SURFACE_TYPE. Only eglGetConfigAttrib can query EGL_SURFACE_TYPE. This patch replaces that with querying EGL_CONFIG_ID, then using that ID to call

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-01 Thread Mike Stroyan
On Mon, Feb 1, 2010 at 7:34 PM, Chia-I Wu olva...@gmail.com wrote: On Tue, Feb 2, 2010 at 2:49 AM, Mike Stroyan m...@lunarg.com wrote:  Here is a version of the patch that uses EGL_DRIVERS_PATH and checks for setuid/setgid before using EGL_DRIVER or EGL_DRIVERS_PATH. The patch seems to be

Re: [Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Zack Rusin
On Monday 01 February 2010 21:28:53 Igor Oliveira wrote: Hi again, Third version: removing debug messages Nicely done, I just committed the patches. Thanks! (a small nitpick, in future try to be a bit more descriptive in your commit log :) ). z

[Mesa3d-dev] SSE optimized software rasterizer renders fog incorrectly

2010-02-01 Thread Pauli Nieminen
I bisected the rendering problem to commit adding xmm0 zeroing code to transform functions. 4c31632817a0bde28ad6c9ee8032d838ce4b7bfb is first bad commit commit 4c31632817a0bde28ad6c9ee8032d838ce4b7bfb Author: Arthur HUILLET arthur.huil...@free.fr Date: Tue Jun 30 12:46:27 2009 +0200 mesa: