On 02/08/2016 05:07 PM, Ian Romanick wrote:
On 02/08/2016 02:31 PM, Brian Paul wrote:
Generate GL_INVALID_VALUE if n < 0. Return early if n==0.
---
src/mesa/main/dlist.c | 9 +
1 file changed, 9 insertions(+)
diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c
index
On Mon, 2016-02-08 at 13:45 +1000, Dave Airlie wrote:
> From: Dave Airlie
>
> The state tracker never handled this properly, and it finally
> annoyed me for the second time so I decided to fix it properly.
>
> This is inspired by the NIR sampler lowering code and I only
On 6 February 2016 at 22:30, Timothy Arceri
wrote:
> The aim of this is to work towards removing UniformHash from the program
> struct so that we don't need to hold onto it in memory and pass it around
> outside the linker.
These look good to me, once they rebase on
FWIW, D3D requires round-toward-zero for conversion to FP16 colorbuffers.
radeonsi does the same: round-toward-zero for colorbuffers and
round-to-nearest-even for the GLSL packing functions. This looks like
an inconsistency that may cause issues though.
Marek
On Tue, Feb 9, 2016 at 1:12 AM,
>> +
>> + assert(var);
>> + location = var->data.location;
>> + calc_deref_offsets(ir, ir, array_size, base, index, reladdr,
>> );
>> +
>> + if (location != 0x) {
>
> This could just be an assert right? It shouldn't ever be -1 for a
> sampler unless something went wrong in the
On 02/08/2016 12:38 PM, Marek Olšák wrote:
> On Mon, Feb 8, 2016 at 5:08 PM, Tom Stellard wrote:
>> On Sat, Feb 06, 2016 at 01:15:42PM +0100, Marek Olšák wrote:
>>> From: Marek Olšák
>>>
>>> This fixes FP16 conversion instructions for VI, which has 16-bit
On Saturday, February 6, 2016 10:19:46 AM PST Jason Ekstrand wrote:
> This commit adds the capability to NIR to support separate textures and
> samplers. As it currently stands, glsl_to_nir only sets the texture deref
> and leaves the sampler deref alone as it did before and nir_lower_samplers
>
On Saturday, February 6, 2016 10:19:47 AM PST Jason Ekstrand wrote:
> These logical texture instructions can have a *lot* of sources. It's much
> safer if we have symbolic names for them.
> ---
> src/mesa/drivers/dri/i965/brw_fs.cpp | 46
> +++-
>
Looks good to me too.
Reviewed-by: Brian Paul
On 02/08/2016 04:36 PM, Ian Romanick wrote:
Series is
Reviewed-by: Ian Romanick
Might wait 24 hours or so to see if anyone responsible for a non-Intel
driver has commentary... since this is shared
On 02/07/2016 02:07 PM, Matt Turner wrote:
> On Sun, Feb 7, 2016 at 1:37 PM, Juha-Pekka Heikkilä
> wrote:
>> Hi Iago,
>>
>> I know there are lot of places where there is malloc unchecked still
>> -- and then there is ralloc which is a story of its own. Reason why I
On 02/08/2016 01:59 PM, Kenneth Graunke wrote:
> On Thursday, February 4, 2016 5:48:00 PM PST Matt Turner wrote:
>> The next patch adds an algebraic rule that uses the constant 0xff00ff00.
>>
>> Without this change, the build fails with
>>
>>return hex(struct.unpack('I', struct.pack('i',
On Saturday, February 6, 2016 10:19:49 AM PST Jason Ekstrand wrote:
> ---
> src/mesa/drivers/dri/i965/brw_blorp_blit_eu.cpp | 2 +-
> src/mesa/drivers/dri/i965/brw_fs.cpp| 29
> -
> src/mesa/drivers/dri/i965/brw_fs.h | 3 +++
>
https://bugs.freedesktop.org/show_bug.cgi?id=94050
Matt Turner changed:
What|Removed |Added
Assignee|mesa-dev@lists.freedesktop. |matts...@gmail.com
https://bugs.freedesktop.org/show_bug.cgi?id=94050
Matt Turner changed:
What|Removed |Added
Status|NEW |RESOLVED
Am 09.02.2016 um 00:02 schrieb Ian Romanick:
> On 02/08/2016 12:38 PM, Marek Olšák wrote:
>> On Mon, Feb 8, 2016 at 5:08 PM, Tom Stellard wrote:
>>> On Sat, Feb 06, 2016 at 01:15:42PM +0100, Marek Olšák wrote:
From: Marek Olšák
This fixes
On Mon, Feb 8, 2016 at 12:04 PM, Jason Ekstrand wrote:
> On Thu, Feb 4, 2016 at 5:48 PM, Matt Turner wrote:
>>
>> Helps 11 shaders in UnrealEngine4 demos.
>>
>> I seriously hope they would have given us bitfieldReverse() if we
>> exposed GL 4.0 (but we
Series is
Reviewed-by: Ian Romanick
Might wait 24 hours or so to see if anyone responsible for a non-Intel
driver has commentary... since this is shared code.
On 02/08/2016 02:38 PM, Nanley Chery wrote:
> From: Nanley Chery
>
> v2: Use
BTW, maybe the same thing could be done for _mesa_DrawPixels and
_mesa_clip_drawpixels(), though I don't have time to look into it myself
right now.
-Brian
On 02/08/2016 04:40 PM, Brian Paul wrote:
Looks good to me too.
Reviewed-by: Brian Paul
On 02/08/2016 04:36 PM,
On Mon, Feb 8, 2016 at 3:36 PM, Matt Turner wrote:
> On Mon, Feb 8, 2016 at 12:04 PM, Jason Ekstrand
> wrote:
> > On Thu, Feb 4, 2016 at 5:48 PM, Matt Turner wrote:
> >>
> >> Helps 11 shaders in UnrealEngine4 demos.
> >>
> >> I
On 02/08/2016 03:37 PM, Roland Scheidegger wrote:
> Am 09.02.2016 um 00:02 schrieb Ian Romanick:
>> On 02/08/2016 12:38 PM, Marek Olšák wrote:
>>> On Mon, Feb 8, 2016 at 5:08 PM, Tom Stellard wrote:
On Sat, Feb 06, 2016 at 01:15:42PM +0100, Marek Olšák wrote:
> From:
On 02/04/2016 05:47 PM, Matt Turner wrote:
> Walking the SSA definitions in order means that we consider the smallest
> algebraic optimizations before larger optimizations. So if a smaller
> rule is part of a larger rule, the smaller one will happen first,
> preventing the larger one from
On Mon, 2016-02-08 at 13:45 +1000, Dave Airlie wrote:
> From: Dave Airlie
>
> We have a requirement to store the index into the mesa parameterlist
> for uniforms. Up until now we've overwritten var->data.location with
> this info. However this then stops us accessing
When glCallLists() is compiled into a display list, preserve the call
as a single glCallLists rather than 'n' glCallList calls. This will
matter for an upcoming display list optimization project.
---
src/mesa/main/dlist.c | 61 +--
1 file changed,
Generate GL_INVALID_VALUE if n < 0. Return early if n==0 or lists==NULL.
v2: fix formatting, also check for lists==NULL.
---
src/mesa/main/dlist.c | 8
1 file changed, 8 insertions(+)
diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c
index cd8e3b6..65f0929 100644
---
On 02/05/2016 01:11 PM, Miklós Máté wrote:
> dri drawables must never be released when unbound from a context
> as long as their corresponding glx objects (window, pixmap, pbuffer)
> still exist
I'd really like to have Kristian weigh in, since DRI2 was his design,
and this is all his code being
On 02/08/2016 05:06 PM, Brian Paul wrote:
> Generate GL_INVALID_VALUE if n < 0. Return early if n==0 or lists==NULL.
>
> v2: fix formatting, also check for lists==NULL.
You were correct that I was looking at save_CallLists before.
Reviewed-by: Ian Romanick
> ---
>
On 02/08/2016 05:06 PM, Brian Paul wrote:
> When glCallLists() is compiled into a display list, preserve the call
> as a single glCallLists rather than 'n' glCallList calls. This will
> matter for an upcoming display list optimization project.
I think this code is generally better than what was
On 2016-02-06 10:25:59, Ben Widawsky wrote:
> On Sat, Feb 06, 2016 at 12:01:50PM +0100, Alejandro Piñeiro wrote:
> > From: Chris Forbes
> >
> > Two things were broken here:
> > - The depth/stencil surface dimensions were broken for MSAA.
> > - Sample count was programmed
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