Re: [Mesa3d-dev] Noise code in 965 driver?

2008-12-09 Thread Gary Wong
On Tue, Dec 09, 2008 at 05:22:55PM -0800, Ian Romanick wrote: > -BEGIN PGP SIGNED MESSAGE- > How much testing did you do on the noise code that you added to the 965 > driver? I modified Mesa's progs/glsl/noise.c demo to use NOISE3 > opcodes, and it causes my GPU to hard-lock. This is with

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Stephane Marchesin
On Wed, Dec 10, 2008 at 00:49, Ian Romanick <[EMAIL PROTECTED]> wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Corbin Simpson wrote: > >> Precompiled shaders? No. Just no. There's very few formats which could >> be accepted, and I doubt that anybody would want to write parsers for >>

Re: [Mesa3d-dev] Noise code in 965 driver?

2008-12-09 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Gary Wong wrote: > On Tue, Dec 09, 2008 at 05:22:55PM -0800, Ian Romanick wrote: >> How much testing did you do on the noise code that you added to the 965 >> driver? I modified Mesa's progs/glsl/noise.c demo to use NOISE3 >> opcodes, and it causes my

Re: [Mesa3d-dev] Problem while bulding GLUT32.dll workspace

2008-12-09 Thread Brian Paul
Meenal Gupta, Noida wrote: > > > Hi , > > I am a newbie in these field. > > I have downloaded Mesa 7.2 > > Build mesalib with Visual studio 2005.it was build properly. > > Then I tried to build GLUT32.dll using the workspace provided > > \Mesa\MesaDemos-7.2\Mesa-7.2\windows\VC8\progs\glut

Re: [Mesa3d-dev] mesa libraries (glut & co.) for sparc-linux target

2008-12-09 Thread Brian Paul
Verge wrote: > As the subject suggest, anyway one could achieve this? > at the moment (or should I say by default) the whole thing gets made with > the use of gcc complier. And I am trying to build gears.c using > sparc-linux-gcc, but it does not link using the sparc-linux-gcc compiler. It > all wo

[Mesa3d-dev] Noise code in 965 driver?

2008-12-09 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Gary, How much testing did you do on the noise code that you added to the 965 driver? I modified Mesa's progs/glsl/noise.c demo to use NOISE3 opcodes, and it causes my GPU to hard-lock. This is with today's bits (kernel, Mesa, X server, and 2D drive

[Mesa3d-dev] [Bug 18805] X11 headers not located. wlib: cannot execute

2008-12-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=18805 --- Comment #1 from Brian Paul <[EMAIL PROTECTED]> 2008-12-09 17:22:24 PST --- Which configuration are you building? You might try adding the path to the X11 headers to the X11_INCLUDES variable in the config file (such as in Mesa/configs/lin

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Pekka Paalanen wrote: > On Mon, 08 Dec 2008 14:48:33 +0100 > Philipp Klaus Krause <[EMAIL PROTECTED]> wrote: > >> - From time to time people say that they want support for precompiled >> shaders in the OpenGL API. The main point for this they bring fo

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Corbin Simpson wrote: > Precompiled shaders? No. Just no. There's very few formats which could > be accepted, and I doubt that anybody would want to write parsers for > them. More importantly, it doesn't matter whether or not it's compiled; > anybody

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Corbin Simpson
Eric Anholt wrote: > On Tue, 2008-12-09 at 21:03 +0200, Pekka Paalanen wrote: >> On Mon, 08 Dec 2008 14:48:33 +0100 >> Philipp Klaus Krause <[EMAIL PROTECTED]> wrote: >> >>> - From time to time people say that they want support for precompiled >>> shaders in the OpenGL API. The main point for this

[Mesa3d-dev] [Bug 11003] glTexImage3D with NULL pixels and indirect rendering causes BadLength error

2008-12-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=11003 Ian Romanick <[EMAIL PROTECTED]> changed: What|Removed |Added AssignedTo|mesa3d- |[EMAIL PROTECTED]

[Mesa3d-dev] [Bug 11003] glTexImage3D with NULL pixels and indirect rendering causes BadLength error

2008-12-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=11003 --- Comment #6 from Ian Romanick <[EMAIL PROTECTED]> 2008-12-09 14:54:17 PST --- Created an attachment (id=20962) --> (http://bugs.freedesktop.org/attachment.cgi?id=20962) Fix protocol for glTexSubImage#D I believe that this patch, in addit

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Philipp Klaus Krause
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Keith Whitwell schrieb: > The slight difficulty I see with this is that at the hardware level, a > single GLSL shader can produce many HW shaders as additional GL state > is mixed into the compliation process. The amount of extra state > consulted ca

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Philipp Klaus Krause
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Pekka Paalanen schrieb: > On Mon, 08 Dec 2008 14:48:33 +0100 > Philipp Klaus Krause <[EMAIL PROTECTED]> wrote: > >> - From time to time people say that they want support for precompiled >> shaders in the OpenGL API. The main point for this they bring

[Mesa3d-dev] [Bug 11003] glTexImage3D with NULL pixels and indirect rendering causes BadLength error

2008-12-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=11003 --- Comment #5 from Ian Romanick <[EMAIL PROTECTED]> 2008-12-09 11:25:44 PST --- (In reply to comment #4) > (In reply to comment #3) > > > That patch looks good. That causes the if-statement to be generated for all > > the __glXTexImage#DRe

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Eric Anholt
On Tue, 2008-12-09 at 21:03 +0200, Pekka Paalanen wrote: > On Mon, 08 Dec 2008 14:48:33 +0100 > Philipp Klaus Krause <[EMAIL PROTECTED]> wrote: > > > - From time to time people say that they want support for precompiled > > shaders in the OpenGL API. The main point for this they bring forth is > >

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Pekka Paalanen
On Mon, 08 Dec 2008 14:48:33 +0100 Philipp Klaus Krause <[EMAIL PROTECTED]> wrote: > - From time to time people say that they want support for precompiled > shaders in the OpenGL API. The main point for this they bring forth is > reducing loading times for their applications. > > I think this adv

Re: [Mesa3d-dev] Suggestion for caching of compiled shaders to speed up application startup

2008-12-09 Thread Keith Whitwell
On Tue, Dec 9, 2008 at 3:24 AM, Ian Romanick <[EMAIL PROTECTED]> wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Philipp Klaus Krause wrote: >> - From time to time people say that they want support for precompiled >> shaders in the OpenGL API. The main point for this they bring forth i