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 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 mail.  It

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 wrote: > On Tue, Feb 2, 2010 at 11:43 AM, Mike Stroyan wrote: >> On Mon, Feb 1, 2010 at 7:34 PM, Chia-I Wu wrote: >>> On Tue, Feb 2, 2010 at 2:49 AM, Mike Stroyan wrote:  Here is a version of the patch that uses EGL_DRIVERS_PATH and checks for

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 wrote: > On Mon, Feb 1, 2010 at 7:34 PM, Chia-I Wu wrote: >> On Tue, Feb 2, 2010 at 2:49 AM, Mike Stroyan wrote: >>>  Here is a version of the patch that uses EGL_DRIVERS_PATH and checks >>> for setuid/setgid >>> before using EGL_DRIVER or EGL_DRIVER

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 > 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 prog

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 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] 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 10

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 10:

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 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 GLSL linkin

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 wrote: > On Tue, Feb 2, 2010 at 2:04 PM, Ian Romanick 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 opera

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 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 clear floa

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 > c

[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. -N

[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 Ni

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 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 the most impo

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 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 e

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 off

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 gam

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 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 >> http://msdn.microsoft.com/en-us/library

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 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. >

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 _mesa_init

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 S

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] 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

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

2010-02-02 Thread Keith Whitwell
On Mon, Feb 1, 2010 at 8:42 PM, Luca Barbieri wrote: >> Where the semantic indicates some relationship to actual system resources, I >> agree that the number is constrained by the number of those system >> resources.  In the case of the gallium "GENERIC" semantic, there is >> explicitly no syst

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 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 for too large

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 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 buffers

[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 = 0

[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 +- src/

[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] [RFC] Merge of a reincarnation of the nouveau classic mesa driver.

2010-02-02 Thread Francisco Jerez
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. They've recently grown a classic mesa driver which implements man