Hello all,
I was reading the WL_bind_wayland_display extension spec and noticed the
following:
EGL_TEXTURE_Y_U_V_WL
Three planes, samples Y from the first plane to r in
the shader, U from the second plane to r, and V from
the third plane to
On 24 May 2013 13:56, Eric Anholt e...@anholt.net wrote:
For a blit-uploaded temporary, it's faster on current hardware to memcpy
the data into a linear CPU mapping than to go through the GTT.
---
src/mesa/drivers/dri/intel/intel_fbo.c | 2 +-
This will help to improve dumps of the compute shaders,
also it will be required for complete handling of RAT instructions in sb.
Signed-off-by: Vadim Girlin vadimgir...@gmail.com
---
src/gallium/drivers/r600/r600_isa.c | 19 ++
src/gallium/drivers/r600/r600_isa.h | 132
Signed-off-by: Vadim Girlin vadimgir...@gmail.com
---
src/gallium/drivers/r600/sb/sb_bc.h | 12 +++-
src/gallium/drivers/r600/sb/sb_bc_builder.cpp | 2 +-
src/gallium/drivers/r600/sb/sb_bc_decoder.cpp | 5 -
src/gallium/drivers/r600/sb/sb_bc_dump.cpp| 13 +++--
On Sun, 26 May 2013 17:38:41 +0200
Wladimir laa...@gmail.com wrote:
Hello all,
I was reading the WL_bind_wayland_display extension spec and noticed the
following:
EGL_TEXTURE_Y_U_V_WL
Three planes, samples Y from the first plane to r in
the