Re: [Mesa3d-dev] Mesa (master): Track frag shader changes introduced by commit 4769566500be1a53dd9b4cc1a613aef439a0e3d8

2010-02-03 Thread Michel Dänzer
On Tue, 2010-02-02 at 11:52 -0800, Corbin Simpson wrote: Module: Mesa Branch: master Commit: 3fedfc71289875de7e8381fb298aa26cee8d1822 URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=3fedfc71289875de7e8381fb298aa26cee8d1822 Author: Scott Moreau ore...@gmail.com Date: Tue Feb

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

2010-02-03 Thread Luca Barbieri
I tested this on Windows, using nVidia driver 195 on nv40, and it seems we are all partially wrong. SM3 does indeed allow semantics unrelated to hardware resources. However, the semantic indices for any semantic type must be in the range 0-15, or D3DX will report a compiler error during shader

[Mesa3d-dev] [PATCH] vega st: fix missing texture in mask when setup samplers

2010-02-03 Thread Igor Oliveira
This patch fix segfaults in mask.cpp and mask4.cpp binding a missing texture in mask bind samplers. Igor From a8ceac97c316abc56b31b6cadd826eae8f3bcbe8 Mon Sep 17 00:00:00 2001 From: Igor Oliveira igor.olive...@openbossa.org Date: Tue, 2 Feb 2010 19:19:52 -0400 Subject: [PATCH] vega: fix missing

[Mesa3d-dev] [PATCHv2 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-03 Thread Francisco Jerez
The in-place splitting code wasn't dealing with index buffers at all (and it was being called from vbo_split_prims for too big index buffers, causing some occasional corruption). Additionally, it wasn't taking into account primitives arrays with non-contiguous indices (e.g. given prim[0].start =

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

2010-02-03 Thread Keith Whitwell
On Wed, 2010-02-03 at 01:42 -0800, Luca Barbieri wrote: I tested this on Windows, using nVidia driver 195 on nv40, and it seems we are all partially wrong. SM3 does indeed allow semantics unrelated to hardware resources. However, the semantic indices for any semantic type must be in the

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread José Fonseca
On Mon, 2010-02-01 at 08:31 -0800, José Fonseca wrote: 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

[Mesa3d-dev] Proposed gallium buffer/texture evolution

2010-02-03 Thread Keith Whitwell
I've been looking at and thinking about some of the difficulties we had with implementing the SVGA driver under gallium, and areas where gallium doesn't match the behaviour of the main graphics APIs. It turns out that one of the main divergences between gallium and other APIs also was an area

Re: [Mesa3d-dev] [PATCH] vega st: fix missing texture in mask when setup samplers

2010-02-03 Thread Igor Oliveira
A new version and a little improvement. Makes more sense adding the texture in paint bind samplers than mask bind samplers. Igor On Wed, Feb 3, 2010 at 6:21 AM, Igor Oliveira igor.olive...@openbossa.org wrote: This patch fix segfaults in mask.cpp and mask4.cpp binding a missing texture in mask

Re: [Mesa3d-dev] [PATCH] vega st: fix missing texture in mask when setup samplers

2010-02-03 Thread Igor Oliveira
This patch fixes problems in filter and lookup too. Igor On Wed, Feb 3, 2010 at 10:19 AM, Igor Oliveira igor.olive...@openbossa.org wrote: A new version and a little improvement. Makes more sense adding the texture in paint bind samplers than mask bind samplers. Igor On Wed, Feb 3, 2010

[Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-03 Thread michal
Keith, This feature branch adds cylindrical wrap texcoord mode to gallium shader tokens and removes prefilter field from sampler state. Implemented cylindrical wrapping for linear interpolator in softpipe. Not sure whether it makes sense to do it for perspective interpolator. Documented TGSI

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread Jakob Bornecrantz
On Wed, Feb 3, 2010 at 12:58 PM, José Fonseca jfons...@vmware.com wrote: On Mon, 2010-02-01 at 08:31 -0800, José Fonseca wrote: I've just started another feature branch, gallium-embedded. The objectives of this branch are two-fold: - remove all inlines and os dependencies from

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread José Fonseca
On Wed, 2010-02-03 at 07:12 -0800, Jakob Bornecrantz wrote: On Wed, Feb 3, 2010 at 12:58 PM, José Fonseca jfons...@vmware.com wrote: On Mon, 2010-02-01 at 08:31 -0800, José Fonseca wrote: I've just started another feature branch, gallium-embedded. The objectives of this branch are

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread Keith Whitwell
On Wed, 2010-02-03 at 07:12 -0800, Jakob Bornecrantz wrote: Also the removal of some of the inlines seems a bit to harsh as well, the pipe_buffer_{unmap|map} inlines for instance holds a bit of semantics in them. In short about this and the p_atomic functions, I view them as apart of the

Re: [Mesa3d-dev] [PATCHv2 1/3] mesa: Factor out the fb initialization details from _mesa_new_framebuffer.

2010-02-03 Thread Brian Paul
Francisco Jerez wrote: This should make things easier for drivers wanting to work with a subclass of gl_framebuffer. The complementary _mesa_initialize_framebuffer function is now called _mesa_initialize_window_framebuffer for the sake of symmetry. Committed. Thanks. -Brian

[Mesa3d-dev] DRI2 driver for EGL in the works

2010-02-03 Thread Kristian Høgsberg
Hi all, I'm working on a DRI2 driver for the mesa EGL, implementation. I have an egl-dri2 branch in my repo over here: http://cgit.freedesktop.org/~krh/mesa/commit/?h=egl-dri2 I know that the xdri driver also supports dri2 by including the glx source, but I don't think that's the best way to

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread Kristian Høgsberg
On Wed, Feb 3, 2010 at 10:31 AM, Keith Whitwell kei...@vmware.com wrote: Historically we had a lot of helpers in gallium/include, which have been incrementally moved out to gallium/auxiliary. Is there a way we can structure the code so that the atomic operations can be made available for core

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread Keith Whitwell
On Wed, 2010-02-03 at 07:38 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:31 AM, Keith Whitwell kei...@vmware.com wrote: Historically we had a lot of helpers in gallium/include, which have been incrementally moved out to gallium/auxiliary. Is there a way we can structure the

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-03 Thread Roland Scheidegger
On 03.02.2010 16:07, michal wrote: Keith, This feature branch adds cylindrical wrap texcoord mode to gallium shader tokens and removes prefilter field from sampler state. Implemented cylindrical wrapping for linear interpolator in softpipe. Not sure whether it makes sense to do it for

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread José Fonseca
On Wed, 2010-02-03 at 07:38 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:31 AM, Keith Whitwell kei...@vmware.com wrote: Historically we had a lot of helpers in gallium/include, which have been incrementally moved out to gallium/auxiliary. Is there a way we can structure the

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread Kristian Høgsberg
On Wed, Feb 3, 2010 at 10:51 AM, José Fonseca jfons...@vmware.com wrote: On Wed, 2010-02-03 at 07:38 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:31 AM, Keith Whitwell kei...@vmware.com wrote: Historically we had a lot of helpers in gallium/include, which have been incrementally

Re: [Mesa3d-dev] [PATCH] vega st: fix missing texture in mask when setup samplers

2010-02-03 Thread Zack Rusin
On Wednesday 03 February 2010 09:19:43 Igor Oliveira wrote: A new version and a little improvement. Makes more sense adding the texture in paint bind samplers than mask bind samplers. Igor On Wed, Feb 3, 2010 at 6:21 AM, Igor Oliveira igor.olive...@openbossa.org wrote: This patch fix

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

2010-02-03 Thread Pauli Nieminen
On Tue, Feb 2, 2010 at 11:48 AM, Arthur HUILLET arthur.huil...@free.fr wrote: Hi, On Tue, Feb 02, 2010 at 09:45:32AM +0200, Pauli Nieminen wrote: I bisected the rendering problem to commit adding xmm0 zeroing code to transform functions. Unfortunately, xmm0 happens to be undefined at least

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

2010-02-03 Thread Alex Deucher
On Wed, Feb 3, 2010 at 4:42 AM, Luca Barbieri l...@luca-barbieri.com wrote: I tested this on Windows, using nVidia driver 195 on nv40, and it seems we are all partially wrong. SM3 does indeed allow semantics unrelated to hardware resources. However, the semantic indices for any semantic type

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread José Fonseca
On Wed, 2010-02-03 at 08:00 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:51 AM, José Fonseca jfons...@vmware.com wrote: On Wed, 2010-02-03 at 07:38 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:31 AM, Keith Whitwell kei...@vmware.com wrote: Historically we had a

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-03 Thread Keith Whitwell
Michal, why do you need this for linear interpolator and not perspective? I think d3d mobile let you disable perspective correct texturing, but it is always enabled for normal d3d. I could not think of a use case that uses perspective and cylindrical interpolation at the same

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-03 Thread Brian Paul
Keith Whitwell wrote: Michal, why do you need this for linear interpolator and not perspective? I think d3d mobile let you disable perspective correct texturing, but it is always enabled for normal d3d. I could not think of a use case that uses perspective and cylindrical interpolation

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread Brian Paul
José Fonseca wrote: On Wed, 2010-02-03 at 08:00 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:51 AM, José Fonseca jfons...@vmware.com wrote: On Wed, 2010-02-03 at 07:38 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:31 AM, Keith Whitwell kei...@vmware.com wrote:

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-03 Thread Roland Scheidegger
On 03.02.2010 17:45, michal wrote: Roland Scheidegger wrote on 2010-02-03 16:47: On 03.02.2010 16:07, michal wrote: Keith, This feature branch adds cylindrical wrap texcoord mode to gallium shader tokens and removes prefilter field from sampler state. Implemented cylindrical wrapping

Re: [Mesa3d-dev] [PATCH] vega st: fix missing texture in mask when setup samplers

2010-02-03 Thread Igor Oliveira
Hi, this is the filter backtrace: Program received signal SIGSEGV, Segmentation fault. get_sampler_varient (unit=value optimized out, sampler=0x8085c80, texture=0x0, processor=0) at sp_state_sampler.c:207 207key.bits.target = sp_texture-base.target; (gdb) bt #0 get_sampler_varient

Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-03 Thread José Fonseca
On Wed, 2010-02-03 at 09:01 -0800, Brian Paul wrote: José Fonseca wrote: On Wed, 2010-02-03 at 08:00 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at 10:51 AM, José Fonseca jfons...@vmware.com wrote: On Wed, 2010-02-03 at 07:38 -0800, Kristian Høgsberg wrote: On Wed, Feb 3, 2010 at

Re: [Mesa3d-dev] [PATCH] swrast/sse: Fix _mesa_sse_transform_pointsX_3d_no_rot

2010-02-03 Thread Patrick Baggett
Yes, XORPS = SSE1, PXOR = MMX if used on mm[0..7] and SSE2 if used on xmm[0..7] On Tue, Feb 2, 2010 at 1:27 PM, Pauli Nieminen suok...@gmail.com wrote: On Tue, Feb 2, 2010 at 9:21 PM, Matt Turner matts...@gmail.com wrote: On Tue, Feb 2, 2010 at 2:04 PM, Ian Romanick i...@freedesktop.org

Re: [Mesa3d-dev] Mesa (master): Track frag shader changes introduced by commit 4769566500be1a53dd9b4cc1a613aef439a0e3d8

2010-02-03 Thread Corbin Simpson
Short bump on this. I noticed Dave committed something that might fix this better, is everything working now? For some reason, r300c didn't break over here, so I can't really see whether everything's okay again. ~ C. 2010/2/3 Michel Dänzer mic...@daenzer.net: On Tue, 2010-02-02 at 11:52 -0800,

[Mesa3d-dev] [PATCH] elg: fix wrong argument in egldriver function

2010-02-03 Thread Igor Oliveira
Hi, the patch fix a typo in _eglPreloadForEach, the loader should have as third argument loader_data(the driver name) instead of loader(the loader function). Igor From 318a82ed3016ef788a41f15b461e88034b5fe64e Mon Sep 17 00:00:00 2001 From: Igor Oliveira igor.olive...@openbossa.org Date: Wed, 3

[Mesa3d-dev] [PATCH] egl: fix implicit declaration of pipe_texture_reference adding u_inlines.h

2010-02-03 Thread Igor Oliveira
Hi, This patch fix a missing include in egl state trackers. It is a leftover from gallium-embedded merge. Igor From dcc2584c162a0963fa2044a5440b9d5514ea4c97 Mon Sep 17 00:00:00 2001 From: Igor Oliveira igor.olive...@openbossa.org Date: Wed, 3 Feb 2010 18:37:36 -0400 Subject: [PATCH] egl: fix

[Mesa3d-dev] [PATCH] piglit/fbo-3d: Fix the texture to pot depth.

2010-02-03 Thread Pauli Nieminen
fbo-3d was assuming npot texture support which caused glTexImage3D to fail with r200 driver. Signed-off-by: Pauli Nieminen suok...@gmail.com --- tests/fbo/fbo-3d.c |5 - 1 files changed, 4 insertions(+), 1 deletions(-) diff --git a/tests/fbo/fbo-3d.c b/tests/fbo/fbo-3d.c index

[Mesa3d-dev] What should we do when shaders fail to compile?

2010-02-03 Thread Corbin Simpson
Just got a bug report. A compiz plugin asked for five texture indirections, but r300 can only do four. This kind of shader error can't be worked around without a full fallback, but most APIs permit shaders to fail to compile. Is it okay to fail shaders? Maybe return NULL on creation if the shader

Re: [Mesa3d-dev] Mesa (master): gallium: fix more missing includes from various places

2010-02-03 Thread Brian Paul
Dave Airlie wrote: Module: Mesa Branch: master Commit: 3584a44270a7f3a04e187bd79b5373314514d383 URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=3584a44270a7f3a04e187bd79b5373314514d383 Author: Dave Airlie airl...@redhat.com Date: Thu Feb 4 10:52:43 2010 +1000 gallium: fix

Re: [Mesa3d-dev] DRI2 driver for EGL in the works

2010-02-03 Thread Chia-I Wu
2010/2/4 Jesse Barnes jbar...@virtuousgeek.org: Nice, I agree.  This looks a lot like what I was hoping it would. Aside from fixing the obvious stuff like /home/krh (I don't think everyone has a /home/krh, though maybe we should codify that :) and swapbuffers, we'll also need to add a TFP like

Re: [Mesa3d-dev] [PATCH] elg: fix wrong argument in egldriver function

2010-02-03 Thread Chia-I Wu
On Thu, Feb 4, 2010 at 5:54 AM, Igor Oliveira igor.olive...@openbossa.org wrote: the patch fix a typo in _eglPreloadForEach, the loader should have as third argument loader_data(the driver name) instead of loader(the loader function). Committed. Thanks for the patch. I am so embarrassed for

[Mesa3d-dev] st_api: a replacement for st_public.h

2010-02-03 Thread Chia-I Wu
There was a discussion about a new interface, st_api.h, that will replace st_public.h last month. Comparing to st_public.h, st_api.h allows multiple current contexts for each rendering API supported. It removes the need for pipe_screen-flush_front or pipe_screen-update_buffer by making

Re: [Mesa3d-dev] DRI2 driver for EGL in the works

2010-02-03 Thread Chia-I Wu
On Thu, Feb 4, 2010 at 12:22 PM, Dan Nicholson dbn.li...@gmail.com wrote: On Wed, Feb 3, 2010 at 6:40 PM, Chia-I Wu olva...@gmail.com wrote: Is there an IRC channel for Mesa-dev?  I would like to join the channel. I think you want #dri-devel on freenode. Thanks, Kristian and Dan. I've joined

Re: [Mesa3d-dev] DRI2 driver for EGL in the works

2010-02-03 Thread Dan Nicholson
On Wed, Feb 3, 2010 at 8:29 PM, Chia-I Wu olva...@gmail.com wrote: On Thu, Feb 4, 2010 at 12:22 PM, Dan Nicholson dbn.li...@gmail.com wrote: On Wed, Feb 3, 2010 at 6:40 PM, Chia-I Wu olva...@gmail.com wrote: Is there an IRC channel for Mesa-dev?  I would like to join the channel. I think you