[Mesa3d-dev] [PATCH 2/3] mesa: Add a BITSET_FFS function.

2010-02-02 Thread Francisco Jerez
It will be useful for the nouveau DRI driver and IMHO there's no reason to keep it private. --- src/mesa/main/bitset.h | 25 - 1 files changed, 24 insertions(+), 1 deletions(-) diff --git a/src/mesa/main/bitset.h b/src/mesa/main/bitset.h index 8bd4526..f2709ab 100644

[Mesa3d-dev] [PATCH 1/3] mesa: Factor out the fb initialization details from _mesa_new_framebuffer.

2010-02-02 Thread Francisco Jerez
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_unnamed_framebuffer for the sake of symmetry. --- src/mesa/drivers/directfb/idirectfbgl_mesa.c |2 +-

[Mesa3d-dev] [PATCH 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-02 Thread Francisco Jerez
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 =

Re: [Mesa3d-dev] [PATCH 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-02 Thread Keith Whitwell
Francisco, It seems like this adds code to split too-long indexed primitives, but still doesn't address the issue of splitting too-large vertex buffers referenced by indexed primitives, right? IE. the generated, smaller index buffers will still be applied to the same set of unsplit vertex

Re: [Mesa3d-dev] [RFC] Merge of a reincarnation of the nouveau classic mesa driver.

2010-02-02 Thread Keith Whitwell
On Tue, 2010-02-02 at 03:01 -0800, Francisco Jerez wrote: For a long time the gallium pipe drivers for nvidia fixed function cards (nv0x, nv1x and, to some extent, nv2x) have remained unmaintained and godforsaken -- especially nv0x and nv1x had seen almost no progress since their creation.

Re: [Mesa3d-dev] [PATCH 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-02 Thread Francisco Jerez
Keith Whitwell kei...@vmware.com writes: Francisco, It seems like this adds code to split too-long indexed primitives, but still doesn't address the issue of splitting too-large vertex buffers referenced by indexed primitives, right? Yeah, that's right, IMHO vbo_split_copy is the way to go

Re: [Mesa3d-dev] Grab bag of random questions (whoo)

2010-02-02 Thread Brian Paul
Roland Scheidegger wrote: On 01.02.2010 20:23, Brian Paul wrote: Speaking of texture formats and texture sampling, one area of Gallium that's under-specified is what (x,y,z,w) values are returned by TEX instructions when sampling from each of the various texture formats. A while back I

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread michal
Luca Barbieri wrote on 2010-02-01 21:42: 1. All the semantic indices in OpenGL are limited, according to the ARB specification 2. All the sematic indices in DirectX 9/10 are limited, according to http://msdn.microsoft.com/en-us/library/ee418355%28VS.85%29.aspx At least for SM3.0, one can

Re: [Mesa3d-dev] [PATCH 2/3] mesa: Add a BITSET_FFS function.

2010-02-02 Thread Brian Paul
Francisco Jerez wrote: It will be useful for the nouveau DRI driver and IMHO there's no reason to keep it private. Committed. Thanks. -Brian -- The Planet: dedicated and managed hosting, cloud storage, colocation

Re: [Mesa3d-dev] [PATCH 1/3] mesa: Factor out the fb initialization details from _mesa_new_framebuffer.

2010-02-02 Thread Brian Paul
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_unnamed_framebuffer for the sake of symmetry. I think I'd prefer

Re: [Mesa3d-dev] [PATCH 1/3] mesa: Factor out the fb initialization details from _mesa_new_framebuffer.

2010-02-02 Thread Francisco Jerez
Brian Paul bri...@vmware.com writes: 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_unnamed_framebuffer for the sake of symmetry. I

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Keith Whitwell
On Tue, Feb 2, 2010 at 3:54 PM, michal mic...@vmware.com wrote: Luca Barbieri wrote on 2010-02-01 21:42: 1. All the semantic indices in OpenGL are limited, according to the ARB specification 2. All the sematic indices in DirectX 9/10 are limited, according to

Re: [Mesa3d-dev] SSE optimized software rasterizer renders fog incorrectly

2010-02-02 Thread Arthur HUILLET
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 sometimes, for example on one SDL + OpenGL game I tried. It made the game

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Luca Barbieri
At least for SM3.0, one can specify a vertex shader output semantic like COLOR15 and have it running as long as one has also a pixel shader with a matching input semantic. Though I agree with you we don't really want to go this route and have something more sensible. Do you know of any

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Luca Barbieri
 Personally I'm going to take a break from this thread, spend a couple of days looking at i965, etc, to see what can be done to improve things there, and maybe come back with an alternate proposal. Yes, I think that the most important step is to precisely determine how both hardware (and

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Olivier Galibert
On Tue, Feb 02, 2010 at 07:09:12PM +0100, Luca Barbieri wrote: Otherwise, we will need to recompile either of the shaders at link time, so that foo is assigned the same slot in both shaders, which is what we do now in GLSL linking, but is somewhat inefficient and in particular can lead to

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Alex Deucher
On Tue, Feb 2, 2010 at 1:16 PM, Luca Barbieri l...@luca-barbieri.com wrote:  Personally I'm going to take a break from this thread, spend a couple of days looking at i965, etc, to see what can be done to improve things there, and maybe come back with an alternate proposal. Yes, I think that

[Mesa3d-dev] [PATCH] swrast/sse: Fix _mesa_sse_transform_pointsX_3d_no_rot

2010-02-02 Thread Pauli Nieminen
PXOR user in code were causing the lowest SP float register to have NaN values which made all math operations in that slot fail. Correct istruction to clear float registers is XORPS which handles single precission floats correctly. Fixes progs/tests/fog in swrast SSE mode. Signed-off-by: Pauli

[Mesa3d-dev] [PATCH] gallium/docs: format texture formats into real table

2010-02-02 Thread Nathan Kidd
On 10-02-02 10:18 AM, Brian Paul wrote: I've added this table to the gallium docs, with the LA format. Maybe someone else more familiar with Sphinx can fix up the formatting. The attached patch does so, though unfortunately the latex-pdf conversion[1] does a pretty bad job on the table.

Re: [Mesa3d-dev] [PATCH] swrast/sse: Fix _mesa_sse_transform_pointsX_3d_no_rot

2010-02-02 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Pauli Nieminen wrote: PXOR user in code were causing the lowest SP float register to have NaN values which made all math operations in that slot fail. Correct istruction to clear float registers is XORPS which handles single precission floats

Re: [Mesa3d-dev] [PATCH] swrast/sse: Fix _mesa_sse_transform_pointsX_3d_no_rot

2010-02-02 Thread Matt Turner
On Tue, Feb 2, 2010 at 2:04 PM, Ian Romanick i...@freedesktop.org wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Pauli Nieminen wrote: PXOR user in code were causing the lowest SP float register to have NaN values which made all math operations in that slot fail. Correct istruction to

Re: [Mesa3d-dev] [PATCH] swrast/sse: Fix _mesa_sse_transform_pointsX_3d_no_rot

2010-02-02 Thread Pauli Nieminen
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 wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Pauli Nieminen wrote: PXOR user in code were causing the lowest SP float register to have NaN values

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread Luca Barbieri
On Tue, Feb 2, 2010 at 7:38 PM, Olivier Galibert galib...@pobox.com wrote: On Tue, Feb 02, 2010 at 07:09:12PM +0100, Luca Barbieri wrote: Otherwise, we will need to recompile either of the shaders at link time, so that foo is assigned the same slot in both shaders, which is what we do now in

Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in texcoord slots

2010-02-02 Thread John Bauman
SM3 usages are arbitrary. For example, you could have some data with a blendweight 5 semantic, where there is no hardware to support it and no meaningful limit to the number. From: Luca Barbieri [l...@luca-barbieri.com] Sent: Tuesday, February 02, 2010

Re: [Mesa3d-dev] [PATCH] gallium/docs: format texture formats into real table

2010-02-02 Thread Corbin Simpson
Great minds think alike, apparently: 516e7159aeb4 And yeah, the PDF output isn't the best; HTML looks a lot better: http://people.freedesktop.org/~csimpson/gallium-docs/tgsi.html#texture-sampling-and-texture-formats Thanks for the patch, sorry I beat you to it. :3 ~ C. On Tue, Feb 2, 2010 at

Re: [Mesa3d-dev] [Nouveau] [RFC] Merge of a reincarnation of the nouveau classic mesa driver.

2010-02-02 Thread Xavier Chantry
On Tue, Feb 2, 2010 at 12:01 PM, Francisco Jerez curroje...@riseup.net wrote: For a long time the gallium pipe drivers for nvidia fixed function cards (nv0x, nv1x and, to some extent, nv2x) have remained unmaintained and godforsaken -- especially nv0x and nv1x had seen almost no progress since

Re: [Mesa3d-dev] [Nouveau] [RFC] Merge of a reincarnation of the nouveau classic mesa driver.

2010-02-02 Thread Brian Paul
Xavier Chantry wrote: On Tue, Feb 2, 2010 at 12:01 PM, Francisco Jerez curroje...@riseup.net wrote: For a long time the gallium pipe drivers for nvidia fixed function cards (nv0x, nv1x and, to some extent, nv2x) have remained unmaintained and godforsaken -- especially nv0x and nv1x had seen

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-02 Thread Chia-I Wu
On Tue, Feb 2, 2010 at 11:43 AM, Mike Stroyan m...@lunarg.com wrote: On Mon, Feb 1, 2010 at 7:34 PM, Chia-I Wu olva...@gmail.com wrote: On Tue, Feb 2, 2010 at 2:49 AM, Mike Stroyan m...@lunarg.com wrote:  Here is a version of the patch that uses EGL_DRIVERS_PATH and checks for setuid/setgid

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-02 Thread Mike Stroyan
On Tue, Feb 2, 2010 at 9:17 PM, Chia-I Wu olva...@gmail.com wrote: On Tue, Feb 2, 2010 at 11:43 AM, Mike Stroyan m...@lunarg.com wrote: On Mon, Feb 1, 2010 at 7:34 PM, Chia-I Wu olva...@gmail.com wrote: On Tue, Feb 2, 2010 at 2:49 AM, Mike Stroyan m...@lunarg.com wrote:  Here is a version of

Re: [Mesa3d-dev] [PATCH] Honor LD_LIBRARY_PATH getting EGL drivers

2010-02-02 Thread Chia-I Wu
On Wed, Feb 3, 2010 at 1:55 PM, Mike Stroyan m...@lunarg.com wrote: The patch looks good.  But when I tried to make EGL_DRIVER and the default driver also honor EGL_DRIVERS_PATH, it turned out that I need to overhaul both the existing code and your patch. I've attached my version in this