Re: [Mesa-dev] big endian: r600g

2015-08-19 Thread Dragomir Ivanov
Best thing to do is to hire some developer to do the work for you. If it
knows Mesa well, this can be cheaper and faster than doing it yourself. I
know Timothy Arceri  ( t_arc...@yahoo.com.au)  was doing some Mesa work for
pay in the past.

On Wed, Aug 19, 2015 at 10:34 AM, Christian Zigotzky chzigot...@xenosoft.de
 wrote:

 Hi Michel,

 Thank you for your answer. I don't have an idea anymore. Could you tell me
 which files we have to modify? Is it possible to port the AMD Catalyst
 driver to the PowerPC platform? If yes do you know how can I in touch with
 AMD? Please help us. We want to release new PowerPC desktop systems but
 without 3D acceleration it wouldn't be so nice.

 Cheers,

 Christian

 On 19 August 2015 at 09:12 AM, Michel Dänzer wrote:

 On 19.08.2015 15:02, Christian Zigotzky wrote:

 Could you please adapt the r600g driver for the changed PIPE_FORMAT_*
 semantics for big endian machines, please?

 All Power Mac and AMIGA one users can't use AMD Radeon HD7xxx or higher
 for 3D acceleration. The r600g driver needs to be adapted to changes in
 the way the Gallium3D infrastructure deals with big endian hosts.

 Bug report: https://bugs.freedesktop.org/show_bug.cgi?id=72877

 I'm afraid this kind of request isn't going to get you anywhere. The
 problem is that there's nobody working on Mesa who cares about those
 platforms. You'd need to find somebody who cares about those platforms
 and who can work on fixing the issues.



 ___
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] [PATCHES] Tessellation is here

2015-06-17 Thread Dragomir Ivanov
Wonderful Marek. Many thanks to you all. I hope till the end of the year we
will have OGL 4.3 in Mesa.

On Wed, Jun 17, 2015 at 2:18 AM, Marek Olšák mar...@gmail.com wrote:

 You can also use this for nicer reviewing:
 http://cgit.freedesktop.org/~mareko/mesa/log/?h=tessellation-review

 Please note that there are differences from Chris Forbes's
 tessellation branches. I think I modified almost all patches when I
 was reviewing them, fixing them, and cleaning them up.

 Marek

 On Wed, Jun 17, 2015 at 1:00 AM, Marek Olšák mar...@gmail.com wrote:
  Hi,
 
  First, I'd like to thank Fabian Bieler, Chris Forbes, and Ilia Mirkin
  for their contributions to this.
 
  The development of tessellation has reached the point that the only
  way to make it better and more compliant is to write piglit tests that
  help find small bugs that are difficult to catch during code review.
  According to piglit, it's already more compliant than the NVIDIA
  driver. (The NVIDIA GLSL compiler sometimes even dies with an internal
  error on some of the variable indexing tests. I haven't tested
  Catalyst.)
 
  Other than piglit, the following apps have been tested:
  - Unigine Heaven 4.0 (wireframe both on and off)
  - TessMark 0.3.0 *
  - GpuTest 0.7.0 containing a newer version of TessMark *
  - Tutorials 30 and 31 from http://ogldev.atspace.co.uk/ *
 
  (* These don't work with the OpenGL Core profile and need overrides
  and code hacks to enable OpenGL 4.0 Compatibility)
 
  The RadeonSI driver support is complete and requires LLVM 3.6.2. There
  is just one small bug with GpuTest 0.7.0.
 
  The patches will be split up into 3 series:
  1) Mesa + GLSL
  2) State tracker
  3) Radeonsi
 
   docs/GL3.txt  |   2 +-
   docs/relnotes/10.7.0.html |   1 +
   src/gallium/docs/source/screen.rst|   4 +
   src/gallium/drivers/freedreno/freedreno_screen.c  |   1 +
   src/gallium/drivers/i915/i915_screen.c|   1 +
   src/gallium/drivers/ilo/ilo_screen.c  |   1 +
   src/gallium/drivers/llvmpipe/lp_screen.c  |   1 +
   src/gallium/drivers/nouveau/nv30/nv30_screen.c|   1 +
   src/gallium/drivers/nouveau/nv50/nv50_screen.c|   1 +
   src/gallium/drivers/nouveau/nvc0/nvc0_screen.c|   1 +
   src/gallium/drivers/r300/r300_screen.c|   1 +
   src/gallium/drivers/r600/r600_pipe.c  |   1 +
   src/gallium/drivers/radeon/r600_pipe_common.c |   6 +
   src/gallium/drivers/radeon/r600_pipe_common.h |  20 +-
   src/gallium/drivers/radeon/radeon_llvm.h  |  14 +-
   src/gallium/drivers/radeon/radeon_llvm_emit.c |   2 +
   .../drivers/radeon/radeon_setup_tgsi_llvm.c   |  40 +-
   src/gallium/drivers/radeonsi/si_blit.c|   2 +
   src/gallium/drivers/radeonsi/si_descriptors.c | 251 --
   src/gallium/drivers/radeonsi/si_hw_context.c  |   8 +
   src/gallium/drivers/radeonsi/si_pipe.c|  22 +-
   src/gallium/drivers/radeonsi/si_pipe.h|  29 +-
   src/gallium/drivers/radeonsi/si_shader.c  | 835
 ++--
   src/gallium/drivers/radeonsi/si_shader.h  | 123 ++-
   src/gallium/drivers/radeonsi/si_state.c   |  47 +-
   src/gallium/drivers/radeonsi/si_state.h   |  23 +-
   src/gallium/drivers/radeonsi/si_state_draw.c  | 217 -
   src/gallium/drivers/radeonsi/si_state_shaders.c   | 494 +++-
   src/gallium/drivers/softpipe/sp_screen.c  |   1 +
   src/gallium/drivers/svga/svga_screen.c|   1 +
   src/gallium/drivers/vc4/vc4_screen.c  |   1 +
   src/gallium/include/pipe/p_defines.h  |   1 +
   src/glsl/Makefile.sources |   1 +
   src/glsl/ast.h|  55 +-
   src/glsl/ast_array_index.cpp  |  47 +-
   src/glsl/ast_to_hir.cpp   | 350 +++-
   src/glsl/ast_type.cpp | 115 ++-
   src/glsl/builtin_functions.cpp|   4 +-
   src/glsl/builtin_variables.cpp| 112 ++-
   src/glsl/glcpp/glcpp-parse.y  |   3 +
   src/glsl/glsl_lexer.ll|   5 +-
   src/glsl/glsl_parser.yy   | 133 +++-
   src/glsl/glsl_parser_extras.cpp   |  60 +-
   src/glsl/glsl_parser_extras.h |  48 +-
   src/glsl/glsl_types.cpp   |   5 +
   src/glsl/glsl_types.h |   6 +
   src/glsl/ir.cpp   |   2 +
   src/glsl/ir.h |   1 +
   src/glsl/ir_optimization.h|   8 +-
   src/glsl/ir_print_visitor.cpp |   5 +-
   src/glsl/ir_reader.cpp|   2 +
   src/glsl/ir_set_program_inouts.cpp|  96 ++-
   src/glsl/link_interface_blocks.cpp|  

Re: [Mesa-dev] [PATCHES] Tessellation is here

2015-06-17 Thread Dragomir Ivanov
I only guess, that TESS is too much for the software rasterization, so they
may very well fake it.

On Wed, Jun 17, 2015 at 3:21 PM, Ilyes Gouta ilyes.go...@gmail.com wrote:

 Hi,

 On Wed, Jun 17, 2015 at 1:03 PM, Dragomir Ivanov drago.iva...@gmail.com
 wrote:

 Wonderful Marek. Many thanks to you all. I hope till the end of the year
 we will have OGL 4.3 in Mesa.


 Is LLVMpipe (and software rasterziation) also supported?

 Ilyes



 On Wed, Jun 17, 2015 at 2:18 AM, Marek Olšák mar...@gmail.com wrote:

 You can also use this for nicer reviewing:
 http://cgit.freedesktop.org/~mareko/mesa/log/?h=tessellation-review

 Please note that there are differences from Chris Forbes's
 tessellation branches. I think I modified almost all patches when I
 was reviewing them, fixing them, and cleaning them up.

 Marek

 On Wed, Jun 17, 2015 at 1:00 AM, Marek Olšák mar...@gmail.com wrote:
  Hi,
 
  First, I'd like to thank Fabian Bieler, Chris Forbes, and Ilia Mirkin
  for their contributions to this.
 
  The development of tessellation has reached the point that the only
  way to make it better and more compliant is to write piglit tests that
  help find small bugs that are difficult to catch during code review.
  According to piglit, it's already more compliant than the NVIDIA
  driver. (The NVIDIA GLSL compiler sometimes even dies with an internal
  error on some of the variable indexing tests. I haven't tested
  Catalyst.)
 
  Other than piglit, the following apps have been tested:
  - Unigine Heaven 4.0 (wireframe both on and off)
  - TessMark 0.3.0 *
  - GpuTest 0.7.0 containing a newer version of TessMark *
  - Tutorials 30 and 31 from http://ogldev.atspace.co.uk/ *
 
  (* These don't work with the OpenGL Core profile and need overrides
  and code hacks to enable OpenGL 4.0 Compatibility)
 
  The RadeonSI driver support is complete and requires LLVM 3.6.2. There
  is just one small bug with GpuTest 0.7.0.
 
  The patches will be split up into 3 series:
  1) Mesa + GLSL
  2) State tracker
  3) Radeonsi
 
   docs/GL3.txt  |   2 +-
   docs/relnotes/10.7.0.html |   1 +
   src/gallium/docs/source/screen.rst|   4 +
   src/gallium/drivers/freedreno/freedreno_screen.c  |   1 +
   src/gallium/drivers/i915/i915_screen.c|   1 +
   src/gallium/drivers/ilo/ilo_screen.c  |   1 +
   src/gallium/drivers/llvmpipe/lp_screen.c  |   1 +
   src/gallium/drivers/nouveau/nv30/nv30_screen.c|   1 +
   src/gallium/drivers/nouveau/nv50/nv50_screen.c|   1 +
   src/gallium/drivers/nouveau/nvc0/nvc0_screen.c|   1 +
   src/gallium/drivers/r300/r300_screen.c|   1 +
   src/gallium/drivers/r600/r600_pipe.c  |   1 +
   src/gallium/drivers/radeon/r600_pipe_common.c |   6 +
   src/gallium/drivers/radeon/r600_pipe_common.h |  20 +-
   src/gallium/drivers/radeon/radeon_llvm.h  |  14 +-
   src/gallium/drivers/radeon/radeon_llvm_emit.c |   2 +
   .../drivers/radeon/radeon_setup_tgsi_llvm.c   |  40 +-
   src/gallium/drivers/radeonsi/si_blit.c|   2 +
   src/gallium/drivers/radeonsi/si_descriptors.c | 251 --
   src/gallium/drivers/radeonsi/si_hw_context.c  |   8 +
   src/gallium/drivers/radeonsi/si_pipe.c|  22 +-
   src/gallium/drivers/radeonsi/si_pipe.h|  29 +-
   src/gallium/drivers/radeonsi/si_shader.c  | 835
 ++--
   src/gallium/drivers/radeonsi/si_shader.h  | 123 ++-
   src/gallium/drivers/radeonsi/si_state.c   |  47 +-
   src/gallium/drivers/radeonsi/si_state.h   |  23 +-
   src/gallium/drivers/radeonsi/si_state_draw.c  | 217 -
   src/gallium/drivers/radeonsi/si_state_shaders.c   | 494 +++-
   src/gallium/drivers/softpipe/sp_screen.c  |   1 +
   src/gallium/drivers/svga/svga_screen.c|   1 +
   src/gallium/drivers/vc4/vc4_screen.c  |   1 +
   src/gallium/include/pipe/p_defines.h  |   1 +
   src/glsl/Makefile.sources |   1 +
   src/glsl/ast.h|  55 +-
   src/glsl/ast_array_index.cpp  |  47 +-
   src/glsl/ast_to_hir.cpp   | 350 +++-
   src/glsl/ast_type.cpp | 115 ++-
   src/glsl/builtin_functions.cpp|   4 +-
   src/glsl/builtin_variables.cpp| 112 ++-
   src/glsl/glcpp/glcpp-parse.y  |   3 +
   src/glsl/glsl_lexer.ll|   5 +-
   src/glsl/glsl_parser.yy   | 133 +++-
   src/glsl/glsl_parser_extras.cpp   |  60 +-
   src/glsl/glsl_parser_extras.h |  48 +-
   src/glsl/glsl_types.cpp   |   5 +
   src/glsl/glsl_types.h |   6 +
   src/glsl/ir.cpp   |   2 +
   src/glsl/ir.h

Re: [Mesa-dev] Mesa 10.6 release plan

2015-05-16 Thread Dragomir Ivanov
If these two go:
GL_ARB_shader_subroutine
GL_ARB_tessellation_shader

Should the Mesa release be called Mesa 11? Since new major of OGL is
reached.

Dragomir


On Sat, May 16, 2015 at 8:11 PM, Jason Ekstrand ja...@jlekstrand.net
wrote:

 There was some discussion on IRC today about what the official date
 is.  A bunch of Intel people have been working under the assumption
 that it's the end of next week, not this week.  Was there some
 non-public discussion and a decision to slip?

 We would like to get two things in before the branch point:
  1) The MUL series Matt just sent
  2) Use NIR by default for GEN8+ VS.

 If we don't want to slip too far we can probably get both in by Monday.
 --Jason

 On Fri, May 8, 2015 at 8:26 AM, Emil Velikov emil.l.veli...@gmail.com
 wrote:
  Hello all,
 
  On 21 April 2015 at 13:40, Emil Velikov emil.l.veli...@gmail.com
 wrote:
  Hi all,
 
  Here is the preliminary release schedule for Mesa 10.6. Personally I
  would love if we can go up to Mesa 11.0 (Spinal Tap anyone ?) although
  it might happen with the September release.
 
  May 15th 2015 - Feature freeze/Release candidate 1
  May 22st 2015 - Release candidate 2
  May 29th 2015 - Release candidate 3
  June 5th 2015 - Release candidate 4/Mesa 10.6.0
 
  This means that we have roughly four weeks to get new features in, and
  another four weeks to get all the serious bugs sorted out.
 
  Does this sound reasonable with the different teams ? If anyone has
  something special in mind please speak up.
 
  This is a gentle reminder that we have one week until the 10.6 branch
  point. As far as I can see we have a few extensions which may or may
  not make it in time. I would be fine if we need an extra week to
  finish up any of the following extensions considering their importance
  and/or how long people have been working on them. If you feel the same
  way please speak up, otherwise the schedule will stay as outlined
  previously.
 
  GL_ARB_shader_subroutine
  GL_ARB_tessellation_shader
  GL_ARB_shader_image_load_store
  GL_ARB_direct_state_access
 
  Thanks
  Emil
  ___
  mesa-dev mailing list
  mesa-dev@lists.freedesktop.org
  http://lists.freedesktop.org/mailman/listinfo/mesa-dev
 ___
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] [PATCH 6/6] i965: Enable INTEL_performance_query for Gen5+.

2014-03-12 Thread Dragomir Ivanov
What about other drivers supporting `AMD_performance_monitor`? Are there any?

On Wed, Mar 12, 2014 at 2:54 PM, Petri Latvala petri.latv...@intel.com wrote:
 Signed-off-by: Petri Latvala petri.latv...@intel.com
 ---
  src/mesa/drivers/dri/i965/intel_extensions.c | 4 +++-
  1 file changed, 3 insertions(+), 1 deletion(-)

 diff --git a/src/mesa/drivers/dri/i965/intel_extensions.c 
 b/src/mesa/drivers/dri/i965/intel_extensions.c
 index 5094c2b..78bf5b4 100644
 --- a/src/mesa/drivers/dri/i965/intel_extensions.c
 +++ b/src/mesa/drivers/dri/i965/intel_extensions.c
 @@ -307,8 +307,10 @@ intelInitExtensions(struct gl_context *ctx)
ctx-Extensions.ARB_stencil_texturing = true;
 }

 -   if (brw-gen == 5 || can_write_oacontrol(brw))
 +   if (brw-gen == 5 || can_write_oacontrol(brw)) {
ctx-Extensions.AMD_performance_monitor = true;
 +  ctx-Extensions.INTEL_performance_query = true;
 +   }

 if (ctx-API == API_OPENGL_CORE)
ctx-Extensions.ARB_base_instance = true;
 --
 1.9.0

 ___
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/mailman/listinfo/mesa-dev
___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] Fw: Taking part in MESA development - Dissertation Project

2013-11-29 Thread Dragomir Ivanov
They are not a newbie task, too.

On Fri, Nov 29, 2013 at 3:34 PM, Marek Olšák mar...@gmail.com wrote:

 The tesselation shaders and the compute shader are definitely not trivial.

 Marek

 On Fri, Nov 29, 2013 at 12:01 PM, Timothy Arceri t_arc...@yahoo.com.au
 wrote:
  On Fri, 2013-11-29 at 09:36 +0200, Petri Latvala wrote:
  On 11/28/2013 11:15 PM, Timothy Arceri wrote:
   Hi guys,
  
   I received the following submitted as an Issue on my github account.
   Maybe someone here has a project they can suggest.
 
  Is NewbieProjects too newbie for this?
 
  http://wiki.freedesktop.org/dri/NewbieProjects/
 
 
 
 
  Most of the remaining work seems to be partly done already so I don't
  think what remains qualifies as non-trivial.
 
  Maybe there are some left over google summer of code projects that were
  not undertaken that would be of interest:
  http://www.x.org/wiki/SummerOfCodeIdeas/
 
 
 
  ___
  mesa-dev mailing list
  mesa-dev@lists.freedesktop.org
  http://lists.freedesktop.org/mailman/listinfo/mesa-dev
 ___
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] [PATCH 3/3] mesa: Bump version to 11.0.0.

2013-10-18 Thread Dragomir Ivanov
The numbering has just in relation with DirectX support numbering. Mesa
10.0 - OpenGL 3.3 == DirectX10. And now you want to brake this :)


On Fri, Oct 18, 2013 at 10:01 AM, Mike Lothian m...@fireburn.co.uk wrote:

 It seems a bit silly to skip version 10 entirely

 Is this really necessary?
 On 18 Oct 2013 07:57, Kenneth Graunke kenn...@whitecape.org wrote:

 Mesa now supports OpenGL 3.3 and GLSL 3.30, so bump the Mesa major
 version from 10 to 11 to reflect this.

 Also update the release notes, and add appropriate FAQ entries.

 http://en.wikipedia.org/wiki/Up_to_eleven

 Signed-off-by: Kenneth Graunke kenn...@whitecape.org
 Reviewed-by: Matt Turner matts...@gmail.com
 ---
  VERSION |  2 +-
  docs/relnotes.html  |  3 +-
  docs/relnotes/10.0.html | 65 
  docs/relnotes/11.0.html | 80
 +
  4 files changed, 83 insertions(+), 67 deletions(-)
  delete mode 100644 docs/relnotes/10.0.html
  create mode 100644 docs/relnotes/11.0.html

 diff --git a/VERSION b/VERSION
 index 8e92e83..2b1181d 100644
 --- a/VERSION
 +++ b/VERSION
 @@ -1 +1 @@
 -10.0.0-devel
 +11.0.0-devel
 diff --git a/docs/relnotes.html b/docs/relnotes.html
 index 82072dd..fb31555 100644
 --- a/docs/relnotes.html
 +++ b/docs/relnotes.html
 @@ -21,7 +21,8 @@ The release notes summarize what's new or changed in
 each Mesa release.
  /p

  ul
 -lia href=relnotes/10.0.html10.0 release notes/a
 +lia href=relnotes/11.0.html11.0 release notes/a
 +liMesa 10.0 was never released.
  lia href=relnotes/9.2.1.html9.2.1 release notes/a
  lia href=relnotes/9.2.html9.2 release notes/a
  lia href=relnotes/9.1.7.html9.1.7 release notes/a
 diff --git a/docs/relnotes/10.0.html b/docs/relnotes/10.0.html
 deleted file mode 100644
 index 0b25f49..000
 --- a/docs/relnotes/10.0.html
 +++ /dev/null
 @@ -1,65 +0,0 @@
 -!DOCTYPE HTML PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN 
 http://www.w3.org/TR/html4/loose.dtd;
 -html lang=en
 -head
 -  meta http-equiv=content-type content=text/html; charset=utf-8
 -  titleMesa Release Notes/title
 -  link rel=stylesheet type=text/css href=../mesa.css
 -/head
 -body
 -
 -div class=header
 -  h1The Mesa 3D Graphics Library/h1
 -/div
 -
 -iframe src=../contents.html/iframe
 -div class=content
 -
 -h1Mesa 10.0 Release Notes / TBD/h1
 -
 -p
 -Mesa 10.0 is a new development release.
 -People who are concerned with stability and reliability should stick
 -with a previous release or wait for Mesa 10.0.1.
 -/p
 -p
 -Mesa 10.0 implements the OpenGL 3.3 API, but the version reported by
 -glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) /
 -glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being
 used.
 -Some drivers don't support all the features required in OpenGL 3.3.
  OpenGL
 -3.3 is strongonly/strong available if requested at context creation
 -because compatibility contexts are not supported.
 -/p
 -
 -
 -h2MD5 checksums/h2
 -pre
 -TBD.
 -/pre
 -
 -
 -h2New features/h2
 -
 -p
 -Note: some of the new features are only available with certain drivers.
 -/p
 -
 -ul
 -liGL_AMD_seamless_cubemap_per_texture on i965./li
 -liGL_ARB_conservative_depth on i965./li
 -liGL_ARB_texture_gather on i965./li
 -liGL_ARB_texture_query_levels on i965./li
 -liGL_KHR_debug/li
 -/ul
 -
 -
 -h2Bug fixes/h2
 -
 -TBD.
 -
 -h2Changes/h2
 -
 -TBD.
 -
 -/div
 -/body
 -/html
 diff --git a/docs/relnotes/11.0.html b/docs/relnotes/11.0.html
 new file mode 100644
 index 000..2fb8135
 --- /dev/null
 +++ b/docs/relnotes/11.0.html
 @@ -0,0 +1,80 @@
 +!DOCTYPE HTML PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN 
 http://www.w3.org/TR/html4/loose.dtd;
 +html lang=en
 +head
 +  meta http-equiv=content-type content=text/html; charset=utf-8
 +  titleMesa Release Notes/title
 +  link rel=stylesheet type=text/css href=../mesa.css
 +/head
 +body
 +
 +div class=header
 +  h1The Mesa 3D Graphics Library/h1
 +/div
 +
 +iframe src=../contents.html/iframe
 +div class=content
 +
 +h1Mesa 11.0 Release Notes / TBD/h1
 +
 +p
 +Mesa 11.0 is a new development release.
 +People who are concerned with stability and reliability should stick
 +with a previous release or wait for Mesa 11.0.1.
 +/p
 +
 +p
 +Mesa 11.0 implements the OpenGL 3.3 API, but the version reported by
 +glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) /
 +glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being
 used.
 +Some drivers don't support all the features required in OpenGL 3.3.
  OpenGL
 +3.3 is strongonly/strong available if requested at context creation
 +because compatibility contexts are not supported.
 +/p
 +
 +h2FAQ/h2
 +
 +bQ:/b What happened to Mesa 10.0?
 +p
 +  bA:/b The Mesa community increases the major version number each
 time
 +  the project gains support for a new version of desktop OpenGL.  Mesa
 9.2
 +  supported OpenGL 3.1.  When it gained support for OpenGL 3.2, it became
 +  Mesa 10.0.  But before Mesa 10.0 was ever released, the 

Re: [Mesa-dev] Introducing Virgil - 3D virtual GPU for qemu

2013-07-26 Thread Dragomir Ivanov
Dave, what is your motivation to use OpenGL renderer/translator, and not
native Gallium3D interface?
Yes, I know about the blobs performance/features, but wasn't the idea to
push even harder, so everyone uses FOSS drivers?
I have always asked myself, Why the heck virual 3D is so hard to do?
Couldn't TGSI steam generated from guest Mesa3D just gets passed down to
host Gallium3D provider(Mesa3D again), and then pushed to pipe drivers?


On Tue, Jul 23, 2013 at 4:11 PM, Michael Thayer
michael.tha...@oracle.comwrote:

 Hello David,


 On 18/07/13 08:48, Dave Airlie wrote:

 since I suppose these communities would be most interested in this and
 might not all read my blog or G+ stream,

 Virgil is a research project I've been working on at Red Hat for a
 few months now and I think is ready for at least announcing upstream
 and seeing if there is any developer interest in the community in
 trying to help out.

 [...]

  If you are a developer interested in working on an open source virtual
 3D GPU, or you work for a company who is interested in developing
 something in this area, then get in touch with me, but if you just
 want to kick the tyres, I don't have time for this yet.


 Sorry I didn't get round to answering earlier. I have taken a look at your
 code (the Mesa part), and on the whole it looks like something we could
 make good use of too, except that we would want to be producing a stream of
 something closer to OpenGL which we could send over our existing proxying
 mechanisms. Since you put the client and server code conveniently close to
 each other in your clone of the Mesa repository, my idea would be to add an
 build-time option to do this by pulling the server-side code into the
 Gallium driver too - is that something you could live with if I wrote code
 for it? My tendency is to output a white-listed subset of OpenGL as a text
 stream which a custom winsys back-end could send into a DRM driver.
 Regarding your comments on the safety of passing OpenGL through, isn't a
 major part of the risk in the shader code anyway, which we can't really not
 pass through either way?

 I would probably not be able to get on to writing the code I mentioned
 above immediately either, as this will not make sense without a proper DRM
 driver which we currently don't have, and which would be my first target.
  Since this is my first proper visit to that part of the kernel code I will
 probably take a little bit more time for it that you would.

 Regards,

 Michael
 --
 ORACLE Deutschland B.V.  Co. KG   Michael Thayer
 Werkstrasse 24 VirtualBox engineering
 71384 Weinstadt, Germany   
 mailto:michael.thayer@oracle.**commichael.tha...@oracle.com

 Hauptverwaltung: Riesstr. 25, D-80992 München
 Registergericht: Amtsgericht München, HRA 95603
 Geschäftsführer: Jürgen Kunz

 Komplementärin: ORACLE Deutschland Verwaltung B.V.
 Hertogswetering 163/167, 3543 AS Utrecht, Niederlande
 Handelsregister der Handelskammer Midden-Niederlande, Nr. 30143697
 Geschäftsführer: Alexander van der Ven, Astrid Kepper, Val Maher

 __**_
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/**mailman/listinfo/mesa-devhttp://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] SIGFPE in libdrm_radeon on evergreen

2013-05-20 Thread Dragomir Ivanov
0x769058d7 in eg_surface_init_2d (surf_man=0x633ea0, surf=0x88d848,
level=0x88dea8, bpe=1, tile_split=0, offset=65536, start_level=0)

It looks like division by 0. tile_split=0 from the call site.


On Mon, May 20, 2013 at 4:11 AM, Vadim Girlin vadimgir...@gmail.com wrote:

 Reduced test app attached and below is gdb backtrace. I suspect something
 is not initialized properly but I'm not very familiar with this code.

 Vadim


 Program received signal SIGFPE, Arithmetic exception.
 0x769058d7 in eg_surface_init_2d (surf_man=0x633ea0,
 surf=0x88d848, level=0x88dea8, bpe=1, tile_split=0, offset=65536,
 start_level=0)
  at radeon_surface.c:651
 651 slice_pt = tileb / tile_split;

 #0  0x769058d7 in eg_surface_init_2d (surf_man=0x633ea0,
 surf=0x88d848, level=0x88dea8, bpe=1, tile_split=0, offset=65536,
 start_level=0)
  at radeon_surface.c:651
 #1  0x76905eea in eg_surface_init_2d_miptrees (surf_man=0x633ea0,
 surf=0x88d848) at radeon_surface.c:807
 #2  0x76906062 in eg_surface_init (surf_man=0x633ea0,
 surf=0x88d848) at radeon_surface.c:863
 #3  0x76907fe6 in radeon_surface_init (surf_man=0x633ea0,
 surf=0x88d848) at radeon_surface.c:1901
 #4  0x7713260b in radeon_drm_winsys_surface_init (rws=0x6339a0,
 surf=0x88d848) at radeon_drm_winsys.c:477
 #5  0x770a3e1c in r600_setup_surface (screen=0x6340d0,
 rtex=0x88d760, pitch_in_bytes_override=0) at r600_texture.c:203
 #6  0x770a4774 in r600_texture_create_object (screen=0x6340d0,
 base=0x7fffd6d0, pitch_in_bytes_override=0, buf=0x0,
 surface=0x7fffc8e0)
  at r600_texture.c:432
 #7  0x770a5268 in r600_texture_create (screen=0x6340d0,
 templ=0x7fffd6d0) at r600_texture.c:607
 #8  0x7708a5bd in r600_resource_create (screen=0x6340d0,
 templ=0x7fffd6d0) at r600_resource.c:38
 #9  0x77125579 in dri2_drawable_process_buffers
 (drawable=0x88af80, buffers=0x88aea0, buffer_count=1, atts=0x88b628,
 att_count=2) at dri2.c:283
 #10 0x7712590a in dri2_allocate_textures (drawable=0x88af80,
 statts=0x88b628, statts_count=2) at dri2.c:404
 #11 0x77123e6a in dri_st_framebuffer_validate (stfbi=0x88af80,
 statts=0x88b628, count=2, out=0x7fffd840) at dri_drawable.c:81
 #12 0x76e461c1 in st_framebuffer_validate (stfb=0x88b1e0,
 st=0x883870) at ../../src/mesa/state_tracker/**st_manager.c:193
 #13 0x76e472a8 in st_api_make_current (stapi=0x7761b9e0
 st_gl_api, stctxi=0x883870, stdrawi=0x88af80, streadi=0x88af80)
  at ../../src/mesa/state_tracker/**st_manager.c:721
 #14 0x77122ce8 in dri_make_current (cPriv=0x7fdb70,
 driDrawPriv=0x88af40, driReadPriv=0x88af40) at dri_context.c:255
 #15 0x76c6ba1f in driBindContext (pcp=0x7fdb70, pdp=0x88af40,
 prp=0x88af40) at ../../../../src/mesa/drivers/**dri/common/dri_util.c:382
 #16 0x77dc57e3 in dri2_bind_context (context=0x7fd9d0,
 old=0x616650, draw=67108873, read=67108873) at dri2_glx.c:172
 #17 0x77d8c253 in MakeContextCurrent (dpy=0x602040, draw=67108873,
 read=67108873, gc_user=0x7fd9d0) at glxcurrent.c:269
 #18 0x00384e82713c in fgOpenWindow () from /lib64/libglut.so.3
 #19 0x00384e825afa in fgCreateWindow () from /lib64/libglut.so.3
 #20 0x00384e825b95 in fgCreateMenu () from /lib64/libglut.so.3
 #21 0x00384e823cd3 in glutCreateMenu () from /lib64/libglut.so.3
 #22 0x00400816 in main (argc=1, argv=0x7fffdf18) at test.c:17


 ___
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/mailman/listinfo/mesa-dev


___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


[Mesa-dev] r600g missing Bump mapping

2013-05-08 Thread Dragomir Ivanov
Hi there,
I just fired Doom3 on 64 -bit Arch Linux (no 32 libs involved), to test
r600g progress.
Game runs fine, but I can't see bump mapping effects as on Catalyst under
windows. They are enabled in the options. Does Mesa/r600g support bumps?
AMD E-350 here. Evergreen class GPU.

OpenGL renderer string: Gallium 0.4 on AMD PALM


OpenGL core profile version string: 3.1 (Core Profile) Mesa 9.1.2


OpenGL core profile shading language version string: 1.40

Linux localhost 3.8.11-1-ARCH #1 SMP PREEMPT Wed May 1 20:18:57 CEST 2013
x86_64 GNU/Linux
___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] r600g missing Bump mapping

2013-05-08 Thread Dragomir Ivanov
Hmm, Vadim... it works indeed. I can't push up to Ultra, but I see the
difference as on your screenshots.
Interestingly when I play it on win with catalyst, everything is WOW, on
r600g is Meh...
Unfortunately I erased windows, so I can't supply screenshot, but
subjectively it was way more beautiful on the same graphics level.


On Thu, May 9, 2013 at 4:15 AM, Vadim Girlin vadimgir...@gmail.com wrote:

 On 05/09/2013 02:42 AM, Dragomir Ivanov wrote:

 Hi there,
 I just fired Doom3 on 64 -bit Arch Linux (no 32 libs involved), to test
 r600g progress.
 Game runs fine, but I can't see bump mapping effects as on Catalyst under
 windows. They are enabled in the options. Does Mesa/r600g support bumps?
 AMD E-350 here. Evergreen class GPU.


 Here are two screenshots made with git mesa on evergreen with Ultra
 settings, the only difference is toggled bump mapping option:

 http://i.imgur.com/Cl0hamf.jpg
 http://i.imgur.com/4IsjrR3.jpg

 To me it looks like bump mapping works. Could you provide more detailed
 info (with screenshots etc) to demonstrate your issue? Also you might want
 to try resetting game options to default to make sure that you don't have
 any nonstandard tweaks.

 Vadim


 OpenGL renderer string: Gallium 0.4 on AMD PALM


 OpenGL core profile version string: 3.1 (Core Profile) Mesa 9.1.2


 OpenGL core profile shading language version string: 1.40

 Linux localhost 3.8.11-1-ARCH #1 SMP PREEMPT Wed May 1 20:18:57 CEST 2013
 x86_64 GNU/Linux



 __**_
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/**mailman/listinfo/mesa-devhttp://lists.freedesktop.org/mailman/listinfo/mesa-dev


 __**_
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/**mailman/listinfo/mesa-devhttp://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] GLSL compiler bug

2013-04-10 Thread Dragomir Ivanov
Probably, the optimizer sees that there is second assignment, and skips the
first, f=1.0. It never gets to second though.


On Wed, Apr 10, 2013 at 11:08 PM, Ian Romanick i...@freedesktop.org wrote:

 On 04/10/2013 12:20 PM, Vadim Girlin wrote:

 Hi,

 It seems there is a bug in the compiler. The problem may be reproduced
 with the following shader (complete shader_test file attached):

  void main()
  {
  float f = 0.0;
  while (true) {
  f = 1.0;
  break;
  f = 0.5;
  }
  gl_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
  }

 The result of compilation is equal to:

  while (true) {
  break;
  }
  gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);

 In other words, GLSL compiler eliminates both assignments to f in the
 loop body and the resulting value of the f variable is 0.


 Blarg.  I can believe it.  The loop analysis code is a disaster.  Part of
 the reason I'm (slowly) making changes to the IR is so that we can do more
 credible loop handling.

 I probably won't be able to get to this problem for quite some time. :(

  Vadim
 __**_
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/**mailman/listinfo/mesa-devhttp://lists.freedesktop.org/mailman/listinfo/mesa-dev


 __**_
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/**mailman/listinfo/mesa-devhttp://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] [PATCH] ACTIVE_UNIFORM_MAX_LENGTH should include 3 extra characters for arrays.

2013-03-30 Thread Dragomir Ivanov
I don't know OpenGL very much, but can uniforms be more than 10? So you can
have [24] where you will need +4, not +3.


On Sat, Mar 30, 2013 at 3:22 AM, Haixia Shi h...@chromium.org wrote:

 If the active uniform is an array, then the length of the uniform name
 should
 include the three extra characters for the [0] suffix, which is required
 by
 the GL 4.2 spec to be appended to the uniform name in glGetActiveUniform().

 This avoids the situation where the output buffer does not have enough
 space
 to hold the [0] suffix, resulting in an incomplete array specification
 like
 foobar[0.

 Change-Id: Icd58cd6a73c9de7bbe5659d757b8009021846019
 Signed-off-by: Haixia Shi h...@chromium.org
 Reviewed-by: Stéphane Marchesin marc...@chromium.org
 ---
  src/mesa/main/shaderapi.c | 5 -
  1 file changed, 4 insertions(+), 1 deletion(-)

 diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
 index be69467..68767f4 100644
 --- a/src/mesa/main/shaderapi.c
 +++ b/src/mesa/main/shaderapi.c
 @@ -519,8 +519,11 @@ get_programiv(struct gl_context *ctx, GLuint
 program, GLenum pname, GLint *param

for (i = 0; i  shProg-NumUserUniformStorage; i++) {
  /* Add one for the terminating NUL character.
 + * However if the uniform is an array, then add three extra
 characters
 + * for the appended [0] suffix, in addition to the terminating
 NUL.
   */
 -const GLint len = strlen(shProg-UniformStorage[i].name) + 1;
 +const GLint len = strlen(shProg-UniformStorage[i].name) + 1 +
 +((shProg-UniformStorage[i].array_elements != 0) ? 3 : 0);

  if (len  max_len)
 max_len = len;
 --
 1.8.1.3
 ___
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] r600g: status of my work on the shader optimization

2013-02-18 Thread Dragomir Ivanov
Well, the branch was said to work with EG. For HD4000, probably further
work is needed.


On Mon, Feb 18, 2013 at 12:20 PM, Andy Furniss andy...@ukfsn.org wrote:

 Stefan Seifert wrote:

 Hi!

 Amazing work! I see some 50 % speed ups in FlightGear and even more. While
 normally 3D clouds tear performance down to an unflyable stutter, with
 your
 branch I can fly in densly clouded conditions at usable framerates. I can
 now
 turn all shaders to maximum and enjoy the view. This makes a huge
 difference.

 Unfortunately there's a downside as well:



 Testing with rv790 with drm-fixes kernel not much works -

 etqw runs but in a level 50% of screen is junk.

 nexuiz menus total junk, didn't test further.

 xonotic menus OK but gpu lock on starting timedemo.

 vdpau mpeg2 decode - renders 90% junk.

 heaven 3.0 (on a different pure 64 bit setup) gpu lock.

 Unrelated question wtr heaven 3.0 - does it work properly anyway?

 For me running 64bit on rv790 with vanilla mesa with or without llvm I
 have to set shaders to medium, on high it works but I get no
 lighting/effects. There are also a couple of scenes that render as flared
 out black and white.



 __**_
 mesa-dev mailing list
 mesa-dev@lists.freedesktop.org
 http://lists.freedesktop.org/**mailman/listinfo/mesa-devhttp://lists.freedesktop.org/mailman/listinfo/mesa-dev

___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev


Re: [Mesa-dev] r600g: status of my work on the shader optimization

2013-02-15 Thread Dragomir Ivanov
Just wow! It would be crime not to merge this branch, with the sole reason
LLVM is the future.
Fantastic work Vadim.


On Fri, Feb 15, 2013 at 1:00 PM, Vadim Girlin vadimgir...@gmail.com wrote:

 On 02/14/2013 02:42 PM, Christian König wrote:

 Hi Vadim,

 nice work, I think you've made quite a progress here, but on the other
 hand it should be clear that the LLVM backend is the future and we
 should concentrate on that.


 LLVM backend is the future is a pretty abstract argument. I prefer to
 operate with real facts. After a year of LLVM backend development what are
 the real benefits for the users? What are the real use cases where the
 users might prefer LLVM backend? To me this situation looks like the use of
 LLVM requires a lot more time and development efforts than the custom
 solution, despite the initial expectations. Maybe you are right and the
 LLVM backend will become the best alternative for users sometime in the
 future, but I only have some today's results:

 Heaven 3.0, all settings high/enabled, 1280x720, HD5750:
   default backend : 20.0 fps
   llvm backend: 18.8 fps
   r600-sb : 38.0 fps

 When I'm looking at these results, the benefits of LLVM-based solution are
 not very clear to me.

 I'm not trying to persuade anyone, just wanted to explain why I decided to
 switch back to work on the non-LLVM solution.

 Anyway, it's absolutely not a problem for me if this branch will never
 make it to mesa, I was ready to this before I started. One of the goals of
 this branch was just to show that the use of LLVM is possibly not the the
 best way of the GL shaders compilation for r600g. And another goal, of
 course, is to get better performance with r600g *today*, not in the future.

 Vadim


 To sum it up I'm not sure what we should do with this branch :)

 As Dragomir already wrote even if the code won't be used much the
 know-how you gained while coding it will stay, believe me that this is
 or far more value than the code itself.

 Christian.

 Am 14.02.2013 11:10, schrieb Dragomir Ivanov:

 Greetings,
 I hope that, even if you work will be short-lived, e.g. until LLVM
 bytecode compiler takes off, the know-how is still very useful.


 On Thu, Feb 14, 2013 at 4:04 AM, Vadim Girlin vadimgir...@gmail.com
 mailto:vadimgir...@gmail.com** wrote:

 Hi,

 Last month I finally found the time to work on the rewrite of my
 previous shader optimization branch, now it's mostly done in terms
 of the correctness of produced code and feature support (at least
 on evergreen), though it's still a work in progress in terms of
 the efficiency of generated shader code and the efficiency of the
 backend itself.

 I spent some time last year studying the LLVM infrastructure and
 R600 LLVM backend and trying to improve it, but after all I came
 to the conclusion that for me it might be easier to implement all
 that I wanted in the custom backend. This allows for more simple
 and efficient implementation - e.g. I don't have to deal with CFGs
 because in fact we have structured code, so it's possible to use
 more simple and efficient algorithms.

 Currently the branch has no regressions with piglit's
 quick-driver.tests on evergreen (it doesn't rely on the fallback
 to unoptimized code for the shaders with relative addressing and
 other cases unlike the previous branch), and so far I don't see
 any rendering issues with the apps that I used for testing -
  Lightsmark 2008, Unigine Heaven 3.0 and some others.. There are
 also some performance improvements with the gpu-bound apps.

 I tried to keep in mind the differences between chip classes, so I
 hope it should only require minor fixes to make it work on
 non-evergreen chips, but I doubt that it will work out of the box
 - support for some non-evergreen hw-specific features is still
 missing, e.g. I'm sure that indirect addressing currently won't
 work on R6xx, though basic tests might work in theory. Fixing this
 shouldn't require a lot of work though.

 The branch can be found in my freedesktop repo:

 
 http://cgit.freedesktop.org/~**vadimg/mesa/log/?h=r600-sbhttp://cgit.freedesktop.org/~vadimg/mesa/log/?h=r600-sb
 
 http://cgit.freedesktop.org/%**7Evadimg/mesa/log/?h=r600-sbhttp://cgit.freedesktop.org/%7Evadimg/mesa/log/?h=r600-sb
 


 Regarding the differences from the previous branch - there are
 some additional optimizations, e.g. global value numbering with
 some basic support for constant folding (not all instructions are
 currently handled, but it's easy to extend), global code motion
 that can hoist invariant code out of the loops etc. Some
 optimizations that were implemented in the previous branch are not
 implemented in the new branch (yet), e.g. propagation of modifiers
 (I'm not even sure if it has any noticeable effect on performance).

 Unlike the previous branch

[Mesa-dev] LLVM backend

2012-04-29 Thread Dragomir Ivanov
Two patches.
One replacing dynamic_casts where their result value is not checked
against NULL pointer, so they can be made safely static_casts.
Other, defining llvm.AMDGPU.kill instrinsic for R600 class hardware.
This enables using discard keyword in GLSL.


0001-Since-result-of-dynamic_cast-is-not-checked-it-can-b.patch
Description: Binary data


0001-Add-llvm.AMDGPU.kill-intrinsic-definition-for-R600-c.patch
Description: Binary data
___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev