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
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
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
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 =
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
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
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
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
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
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,
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
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
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
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
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
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
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
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
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
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
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