Re: [Mesa3d-dev] RFC: GSOC Proposal: R300/Gallium GLSL Compiler

2010-04-03 Thread Zack Rusin
what people who are working on related things think about this (CCed them). In particular, Zack Rusin has worked extensively with LLVM and I think a prototype OpenCL implementation. From the compute support LLVM-TGSI translation isn't even about optimizations, it's about working. Writing a full

Re: [Mesa3d-dev] RFC: GSOC Proposal: R300/Gallium GLSL Compiler

2010-04-03 Thread Zack Rusin
On Saturday 03 April 2010 18:58:36 Marek Olšák wrote: On Sun, Apr 4, 2010 at 12:10 AM, Zack Rusin za...@vmware.commailto:za...@vmware.com wrote: I thought the initial proposal was likely a lot more feasible for a GSOC (of course there one has to point out that Mesa's GLSL compiler already

Re: [Mesa3d-dev] RFC: GSOC Proposal: R300/Gallium GLSL Compiler

2010-04-03 Thread Zack Rusin
On Saturday 03 April 2010 19:07:59 Luca Barbieri wrote: Gallium. Obviously a code-generator that can handle control-flow (to be honest I'm really not sure why you want to restrict it to something without control- flow in the first place). The no-control-flow was just for the first step,

Re: [Mesa3d-dev] GSOC: Gallium R300 driver

2010-03-30 Thread Zack Rusin
On Tuesday 30 March 2010 12:52:54 Luca Barbieri wrote: There are several deep challenges in making TGSI - LLVM IR translation lossless -- I'm sure we'll get around to overcome them -- but I don't think that using LLVM is a requirement for this module. Having a shared IR for simple TGSI

Re: [Mesa3d-dev] Commit messages broken??

2010-03-11 Thread Zack Rusin
On Thursday 11 March 2010 02:58:49 Tollef Fog Heen wrote: ]] Zack Rusin | BTW, replacing a mail client on the server with something that's not | compatible is not very social. Rather than assuming malice, you may assume that I was trying to fix something when I made that change. I

Re: [Mesa3d-dev] Commit messages broken??

2010-03-10 Thread Zack Rusin
On Wednesday 10 March 2010 13:59:40 Brian Paul wrote: Brian Paul wrote: Keith Whitwell wrote: I haven't seen any of these for a while now... Anyone have any ideas? I haven't seen them either. I don't know what's going on, but Tollef Fog Heen (an FD.org admin) created new mesa lists on

Re: [Mesa3d-dev] Commit messages broken??

2010-03-10 Thread Zack Rusin
On Wednesday 10 March 2010 15:18:03 Zack Rusin wrote: On Wednesday 10 March 2010 14:59:42 Zack Rusin wrote: Maybe /usr/bin/mail is broken, I'll double check it. Yea, that's it. Someone installed a new mail daemon on the server. We're using -a to specify the Content-Type header in mails

Re: [Mesa3d-dev] [PATCH] st/vega: Fix OpenVG demo segfaults.

2010-03-05 Thread Zack Rusin
On Wednesday 03 March 2010 10:51:13 o...@lunarg.com wrote: From: Chia-I Wu o...@lunarg.com When the paint is color, paint_bind_samplers binds a dummy sampler without a texture. It causes demos requiring a sampler (those use a mask or an image) to crash. ---

Re: [Mesa3d-dev] [PATCH] vega st: fix missing texture in mask when setup samplers

2010-02-03 Thread Zack Rusin
On Wednesday 03 February 2010 09:19:43 Igor Oliveira wrote: A new version and a little improvement. Makes more sense adding the texture in paint bind samplers than mask bind samplers. Igor On Wed, Feb 3, 2010 at 6:21 AM, Igor Oliveira igor.olive...@openbossa.org wrote: This patch fix

Re: [Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Zack Rusin
On Monday 01 February 2010 10:19:53 Igor Oliveira wrote: Hello, Theses patchs switch all shaders code implemeted using TGSI assembly by tgsi_ureg. Hey Igor, very nice work! Since I don't have the conformance framework anymore, did you test your changes with the examples that we have?

Re: [Mesa3d-dev] [PATCH] switch shaders assembly TGSI code by tgsi_ureg

2010-02-01 Thread Zack Rusin
On Monday 01 February 2010 21:28:53 Igor Oliveira wrote: Hi again, Third version: removing debug messages Nicely done, I just committed the patches. Thanks! (a small nitpick, in future try to be a bit more descriptive in your commit log :) ). z

Re: [Mesa3d-dev] Vega advanced blending

2010-01-25 Thread Zack Rusin
On Monday 25 January 2010 16:38:46 Igor Oliveira wrote: Hello, This is just a report about the work i am doing. 2 days ago i began to study the vega state tracker to understand better and help a bit since there i already fix some bugs. So right now i am implementing the advanced blending

[Mesa3d-dev] Gallium feature levels

2010-01-11 Thread Zack Rusin
962994ad9f05b6ae219f839082d4743e7d2a70fe Mon Sep 17 00:00:00 2001 From: Zack Rusin z...@kde.org Date: Mon, 11 Jan 2010 12:34:26 -0500 Subject: [PATCH] gallium: implement feature levels a broader way of figuring out features of the hardware we're running on --- src/gallium/docs/source/gallium_feature_levels.rst | 69

Re: [Mesa3d-dev] Gallium feature levels

2010-01-11 Thread Zack Rusin
On Monday 11 January 2010 15:17:00 Roland Scheidegger wrote: - extra mirror wrap modes - i don't think mirror repeat was ever supported and mirror clamp was removed in d3d10 but it seems that some hardware kept support for those Mirror repeat is a core feature in GL since 1.4 hence we

Re: [Mesa3d-dev] Gallium feature levels

2010-01-11 Thread Zack Rusin
On Monday 11 January 2010 15:22:43 Luca Barbieri wrote: The feature levels in the attached table don't apply exactly to all hardware. For instance: 1. Two sided stencil is supported from NV30/GeForce FX 2. Triangle fans and point sprites are supported in hardware on NV50 (according to

Re: [Mesa3d-dev] Gallium feature levels

2010-01-11 Thread Zack Rusin
On Monday 11 January 2010 16:15:38 Jakob Bornecrantz wrote: On 11 jan 2010, at 17.49, Zack Rusin wrote: I think the other stuff is acceptable. Take a look at the docs and let me know what you think. Hmm I don't think you should remove the CAPs but instead just say if level X then CAPs Y

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): st/xorg: fix a rare video crash

2010-01-11 Thread Zack Rusin
On Monday 11 January 2010 18:04:01 Michel Dänzer wrote: A better fix should be to make sure the exaMoveInPixmap() call is before the exaGetPixmapDriverPrivate() call. The latter should never return NULL then (unless we run out of resources maybe - might be worth keeping the checks for that).

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): st/xorg: fix a rare video crash

2010-01-11 Thread Zack Rusin
On Monday 11 January 2010 18:18:30 Michel Dänzer wrote: On Mon, 2010-01-11 at 18:05 -0500, Zack Rusin wrote: On Monday 11 January 2010 18:04:01 Michel Dänzer wrote: A better fix should be to make sure the exaMoveInPixmap() call is before the exaGetPixmapDriverPrivate() call. The latter

Re: [Mesa3d-dev] [RFC] add support to double opcodes

2010-01-07 Thread Zack Rusin
On Thursday 07 January 2010 06:50:36 José Fonseca wrote: I wonder if storage size of registers is such a big issue. Knowing the storage size of a register matters mostly for indexable temps. For regular assignments and intermediate computations storage everything gets transformed in SSA form,

Re: [Mesa3d-dev] [RFC] add support to double opcodes

2010-01-07 Thread Zack Rusin
On Thursday 07 January 2010 09:11:11 michal wrote: Zack, 1. Do I understand correctly that while D_ADD dst.xy, src1.xy, src2.zw will add one double, is the following code D_ADD dst, src1, src2.zwxy also valid, and results in two doubles being added together? Good question. I guess

Re: [Mesa3d-dev] [RFC] add support to double opcodes

2010-01-06 Thread Zack Rusin
On Wednesday 06 January 2010 14:56:35 Igor Oliveira wrote: Hi, the patches add support to double opcodes in gallium/tgsi. It just implement some opcodes i like to know if someone has suggestion about the patches. Hi Igor, first of all this should probably go into a feature branch because

Re: [Mesa3d-dev] [PATCH] Gallium API demos and supporting infrastructure

2010-01-01 Thread Zack Rusin
On Friday 01 January 2010 06:42:18 Corbin Simpson wrote: Couple things. First, if we're going to start autogenerating headers, can we do GL API first? As long as we first fix the Exchange integration in KMail (i.e. it's a bit unfair to bring up mysterious unrelated features as a problem

Re: [Mesa3d-dev] geometry shading patches

2009-12-26 Thread Zack Rusin
On Saturday 26 December 2009 02:19:40 Marek Olšák wrote: Zack, to be honest, Direct3D 11 can report geometry shaders are not supported through so-called feature levels. There are six levels to my knowledge (9_1, 9_2, 9_3, 10_0, 10_1, 11_0). i915 is 9_1, R300 is 9_2, R500 is 9_3, and so

Re: [Mesa3d-dev] geometry shading patches

2009-12-25 Thread Zack Rusin
On Friday 25 December 2009 07:03:02 Corbin Simpson wrote: Isn't this incredibly at odds with our previous discussion, in which we generally agreed to not advertise support for unaccelerated things? No, it's really not. We don't have caps for core features, e.g we don't have caps for vertex

Re: [Mesa3d-dev] geometry shading patches

2009-12-24 Thread Zack Rusin
the entire series. z From 0483e3ed1c28982857da3292f8247388e8f9d0d9 Mon Sep 17 00:00:00 2001 From: Zack Rusin za...@vmware.com Date: Thu, 24 Dec 2009 09:20:45 -0500 Subject: [PATCH 13/15] util: put vertices_per_primitive function in its proper location --- src/gallium/auxiliary/tgsi/tgsi_sanity.c

Re: [Mesa3d-dev] geometry shading patches

2009-12-24 Thread Zack Rusin
On Thursday 24 December 2009 10:03:25 Keith Whitwell wrote: Thanks Zack. I'm fine with doing it on top of the others... ok, great, thanks Keith. In that case I'll wait for any objections until tomorrow and if nothing will show up commit in the morning. z

[Mesa3d-dev] TGSI text parser: report line number on error

2009-12-15 Thread Zack Rusin
The attached patch makes the tgsi assembly parser report, in an admittedly rather crude way, the line number at which a syntax error was detected. What do you think about that? z From 7a7784d69ebf6a8b16386821217a5af232213cbc Mon Sep 17 00:00:00 2001 From: Zack Rusin za...@vmware.com Date: Tue

Re: [Mesa3d-dev] TGSI text parser: report line number on error

2009-12-15 Thread Zack Rusin
On Tuesday 15 December 2009 09:21:05 michal wrote: Zack Rusin pisze: The attached patch makes the tgsi assembly parser report, in an admittedly rather crude way, the line number at which a syntax error was detected. What do you think about that? I agree, that's a bit invasive. What

Re: [Mesa3d-dev] TGSI text parser: report line number on error

2009-12-15 Thread Zack Rusin
On Tuesday 15 December 2009 09:27:04 Keith Whitwell wrote: On Tue, 2009-12-15 at 06:12 -0800, Zack Rusin wrote: The attached patch makes the tgsi assembly parser report, in an admittedly rather crude way, the line number at which a syntax error was detected. What do you think about

Re: [Mesa3d-dev] [PATCH] Add extra dimension info to TGSI declarations.

2009-12-14 Thread Zack Rusin
On Monday 14 December 2009 09:29:03 Keith Whitwell wrote: On Mon, 2009-12-14 at 06:23 -0800, michal wrote: To fully support geometry shaders, we need some means to declare a two-dimensional register file. The following declaration DCL IN[3][0] would declare an input register with

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-11 Thread Zack Rusin
On Friday 11 December 2009 08:05:24 michal wrote: There's gs_instance_id which specifies the id of the instance of the geometry shader (which is different than the global draw instance). There's also the number of vertices that the geometry shader works on (1 points, 2 lines, 3 triangles,

Re: [Mesa3d-dev] PATCH[0/1]: OpenCL: create and implement stub context methods

2009-12-11 Thread Zack Rusin
On Thursday 10 December 2009 16:26:33 Younes Manton wrote: On Thu, Dec 10, 2009 at 3:34 PM, Zack Rusin za...@vmware.com wrote: On Thursday 10 December 2009 15:14:46 Younes Manton wrote: OK, so we seem to be on the same page here, pipe_context will get some more functions. That's what I

Re: [Mesa3d-dev] PATCH[0/1]: OpenCL: create and implement stub context methods

2009-12-10 Thread Zack Rusin
On Wednesday 09 December 2009 20:30:56 Igor Oliveira wrote: Hi Zack, 1) agreed. OpencCL is a complete different project and should exist in a different repository. 1.1) Well use Gallium as CPU backend is a software dilemma: All problems in computer science can be solved by another level of

Re: [Mesa3d-dev] PATCH[0/1]: OpenCL: create and implement stub context methods

2009-12-10 Thread Zack Rusin
On Thursday 10 December 2009 11:25:48 Younes Manton wrote: On Thu, Dec 10, 2009 at 5:32 AM, Zack Rusin za...@vmware.com wrote: On Wednesday 09 December 2009 20:30:56 Igor Oliveira wrote: Hi Zack, 1) agreed. OpencCL is a complete different project and should exist in a different

Re: [Mesa3d-dev] PATCH[0/1]: OpenCL: create and implement stub context methods

2009-12-10 Thread Zack Rusin
On Thursday 10 December 2009 14:35:47 Younes Manton wrote: Well how do we keep the compute state seperate from the 3D state, and how do you mix the two? It's really the same state. You bind a compute shader and execute it. It doesn't affect the rest of your state. Compute binds the buffers

Re: [Mesa3d-dev] PATCH[0/1]: OpenCL: create and implement stub context methods

2009-12-10 Thread Zack Rusin
On Thursday 10 December 2009 15:14:46 Younes Manton wrote: OK, so we seem to be on the same page here, pipe_context will get some more functions. That's what I was originally asking about, will pipe_context grow or will there be a new kind of context? From my POV we would end up in roughly the

[Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
Hi, currently Gallium3d shaders predefine all their inputs/outputs. We've handled all inputs/outputs the same way. e.g. VERT DCL IN[0] DCL OUT[0], POSITION DCL OUT[1], COLOR DCL CONST[0..9] DCL TEMP[0..3] or FRAG DCL IN[0], COLOR, LINEAR DCL

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 08:44:20 Keith Whitwell wrote: On Wed, 2009-12-09 at 04:41 -0800, michal wrote: Zack Rusin pisze: Hi, currently Gallium3d shaders predefine all their inputs/outputs. We've handled all inputs/outputs the same way. e.g. VERT DCL IN[0] DCL OUT[0

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 07:41:11 michal wrote: Zack Rusin pisze: Hi, currently Gallium3d shaders predefine all their inputs/outputs. We've handled all inputs/outputs the same way. e.g. VERT DCL IN[0] DCL OUT[0], POSITION DCL OUT[1], COLOR DCL CONST[0..9] DCL TEMP[0..3

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 08:55:09 michal wrote: Zack Rusin pisze: On Wednesday 09 December 2009 08:44:20 Keith Whitwell wrote: On Wed, 2009-12-09 at 04:41 -0800, michal wrote: Zack Rusin pisze: Hi, currently Gallium3d shaders predefine all their inputs/outputs. We've handled

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 10:05:13 michal wrote: Zack Rusin pisze: On Wednesday 09 December 2009 08:55:09 michal wrote: Zack Rusin pisze: On Wednesday 09 December 2009 08:44:20 Keith Whitwell wrote: On Wed, 2009-12-09 at 04:41 -0800, michal wrote: Zack Rusin pisze: Hi

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 10:18:42 Zack Rusin wrote: I could do that but only if we agree it's in the name of love. So is everyone ok with a new register SV for system generated values and new declaration token called PROPERTY for shader specific properties (btw, d3d calls those

Re: [Mesa3d-dev] PATCH[0/1]: OpenCL: create and implement stub context methods

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 13:29:05 Igor Oliveira wrote: These patchs implements and implements stub context methods in OpenCL. Almost all operation in OpenCL use a context. The patch implements the gallium3d context and implements the methods below: -clCreateContext

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread Zack Rusin
On Wednesday 09 December 2009 15:07:45 michal wrote: Keith Whitwell pisze: On Wed, 2009-12-09 at 10:19 -0800, Keith Whitwell wrote: On Wed, 2009-12-09 at 07:18 -0800, Zack Rusin wrote: On Wednesday 09 December 2009 10:05:13 michal wrote: Zack Rusin pisze: On Wednesday 09 December 2009

Re: [Mesa3d-dev] Mesa 7.6.1 release candidate 1

2009-11-19 Thread Zack Rusin
On Thursday 19 November 2009 16:11:28 Ian Romanick wrote: 2. The Intel team is only just switching from feature development mode to bug fixing mode. There is a giant pile of bugs that exist in both 7.6 and master. At least some of those will get fixed over the next few weeks. If we rush

Re: [Mesa3d-dev] gallium rtasm

2009-11-15 Thread Zack Rusin
On Sunday 15 November 2009 22:03:27 Igor Trindade Oliveira wrote: Hi Zack, Would be great. Other thing that i was checking is about the egl state tracker, and softpipe in embedded. normally egl is used in embedded environments but mesa uses lot of float points and sse operations. It could

Re: [Mesa3d-dev] [PATCH] Make DRI/DRM state tracker interface less context-dependent

2009-10-27 Thread Zack Rusin
On Saturday 24 October 2009 19:02:51 Younes Manton wrote: Hi Thomas, I'd like to make these changes to make it possible to use the DRM state tracker interface with contexts other than pipe_context. Nouveau is the only public driver that does DRI1 from what I can see, but I've been told that

Re: [Mesa3d-dev] xorg patent issues.

2009-10-01 Thread Zack Rusin
On Thursday 01 October 2009 14:13:15 Greg KH wrote: Hi, As discussed at XDC2009 in your talk about patents and xorg, I talked with the Linux Foundation's Technical Advisory board about the issues your raised in your talk. I have a contact at the LF and OIN to put you in contact with, but

Re: [Mesa3d-dev] g3dvl and xvmc indention and location

2009-09-27 Thread Zack Rusin
On Sunday 27 September 2009 22:30:00 Younes Manton wrote: Ok I just pushed this all out and moved xvmc under xorg. state_trackers/g3dvl is now completely useless and I'll delete it soon. pipe_video_context and vl_compositor still need some love for Xv and more love for VDPAU. Nice work.

Re: [Mesa3d-dev] Mesa (master): st/xorg: Fix two leeks

2009-09-22 Thread Zack Rusin
On Tuesday 22 September 2009 14:10:34 Jakob Bornecrantz wrote: diff --git a/src/gallium/state_trackers/xorg/xorg_composite.c b/src/gallium/state_trackers/xorg/xorg_composite.c index 66ca4cb..ed649a9 100644 --- a/src/gallium/state_trackers/xorg/xorg_composite.c +++

[Mesa3d-dev] g3dvl and xvmc indention and location

2009-09-17 Thread Zack Rusin
Hey, I'm going to start adding XvMC acceleration to the Gallium's xorg state tracker. I'd like to move src/xvmc to src/gallium/state_trackers/xorg/xvmc and run the standard Mesa3D indent command on both g3dvl and xvmc. I'm by no means saying that the style in them is bad, or that any style is

Re: [Mesa3d-dev] geometry shaders

2009-09-14 Thread Zack Rusin
On Monday 14 September 2009 14:04:54 Brian Paul wrote: in general though none of those should be too difficult to fix, but it'd be a good idea to figure out if we want geometry shaders in 7.7 or 7.8. as always with large patches that touch a lot of the code, keeping up to date with master

[Mesa3d-dev] geometry shaders

2009-09-13 Thread Zack Rusin
hey, i've been playing around with geometry shaders in my spare time and finally got them to a basically working state. basically working implies a high likelihood of many bugs, but bugs that i'd like to get fixed for 7.7 or the very latest 7.8. so i'd like to merge arb_geometry_shaders4 as

Re: [Mesa3d-dev] Mesa 7.6 branch coming

2009-09-04 Thread Zack Rusin
On Friday 04 September 2009 05:08:48 Keith Whitwell wrote: On Thu, 2009-09-03 at 15:13 -0700, Michel Dänzer wrote: On Thu, 2009-09-03 at 14:43 -0700, Ian Romanick wrote: 2. It becomes increasing difficult to merge (as opposed to cherry-pick) from one branch to the other as the branches

Re: [Mesa3d-dev] OpenVG Bug: Either vgRotate or VG_LINE_TO_REL

2009-08-24 Thread Zack Rusin
On Thursday 20 August 2009 15:13:01 Nicholas Lowell wrote: When attempting to draw a box with the attached code, this OpenVG implementation does not produce expected results as the Khronos implementation does. Suspected area of issue is either improper translation of (ox, oy) during vgRotate

Re: [Mesa3d-dev] OpenVG Bug: Either vgRotate or VG_LINE_TO_REL

2009-08-24 Thread Zack Rusin
On Monday 24 August 2009 11:31:29 Zack Rusin wrote: On Thursday 20 August 2009 15:13:01 Nicholas Lowell wrote: When attempting to draw a box with the attached code, this OpenVG implementation does not produce expected results as the Khronos implementation does. Suspected area of issue

Re: [Mesa3d-dev] OpenVG-1.1 support disabled

2009-08-17 Thread Zack Rusin
On Monday 17 August 2009 12:41:55 Andreas Pokorny wrote: Hello, 2009/8/16 Zack Rusin za...@vmware.com: [...] Yes, the code required to actually read/rasterize and render glyphs is missing. So basically the entire api_text.c would need to be implemented. What's in there was basically

Re: [Mesa3d-dev] [PATCH 2/3] gallium: do not rely on the automatic values of an enum for bitmask purposes

2009-08-16 Thread Zack Rusin
On Saturday 15 August 2009 22:26:32 Maarten Maathuis wrote: - PIPE_TRANSFER_READ ended up being defined as 0, which is obviously fail. I'm not sure I understand, what's wrong with that? -- Let Crystal Reports handle the

Re: [Mesa3d-dev] OpenVG-1.1 support disabled

2009-08-16 Thread Zack Rusin
On Sunday 16 August 2009 07:18:13 Andreas Pokorny wrote: Hi there, I saw that the openvg state tracker already implements version 1.1 The code is only deactivated by the OpenVG main API header provided in the master branch. Is there anything missing in the implementation? Yes, the code

Re: [Mesa3d-dev] [PATCH 2/3] gallium: do not rely on the automatic values of an enum for bitmask purposes

2009-08-16 Thread Zack Rusin
On Sunday 16 August 2009 17:22:37 Maarten Maathuis wrote: On Sun, Aug 16, 2009 at 9:03 PM, Zack Rusinza...@vmware.com wrote: On Saturday 15 August 2009 22:26:32 Maarten Maathuis wrote: - PIPE_TRANSFER_READ ended up being defined as 0, which is obviously fail. I'm not sure I understand,

Re: [Mesa3d-dev] [PATCH 2/3] gallium: do not rely on the automatic values of an enum for bitmask purposes

2009-08-16 Thread Zack Rusin
On Sunday 16 August 2009 18:00:05 Maarten Maathuis wrote: Any special value on calling it an enum (debugging maybe?) instead of a few defines? Yea, debugging is one of the main reasons. Others are the extra type-safety they give us and the clarity of what values go where. We've been trying to

Re: [Mesa3d-dev] Why I don't use TGSI

2009-07-25 Thread Zack Rusin
On Saturday 25 July 2009 05:52:01 Nicolai Hähnle wrote: Am Saturday 25 July 2009 05:15:13 schrieben Sie: I'm not sure I understand what you mean by stream-based nature of TGSI. It's just just an array of struct tgsi_token's. So technically you could iterate from the back, middle, 2+middle

Re: [Mesa3d-dev] Mesa (master): gallivm: updates for TGSI changes

2009-07-24 Thread Zack Rusin
On Friday 24 July 2009 13:33:22 José Fonseca wrote: To be honest I don't think that using LLVM from C for our purposes is a good idea. Mainly because it will be impossible to do because backends (the actual code-generators for given hardware) will need to be C++ anyway so we'll again end

Re: [Mesa3d-dev] Mesa (master): gallivm: updates for TGSI changes

2009-07-24 Thread Zack Rusin
On Friday 24 July 2009 14:21:35 José Fonseca wrote: But in this step 1 you don't plan to embed the vector width and AoS vs Soa in TGSI, right? No, nothing changes at that layer. Essentially LLVM is completely invisible to drivers and TGSI representation stays exactly the same. Everything is

Re: [Mesa3d-dev] Mesa (master): gallivm: updates for TGSI changes

2009-07-24 Thread Zack Rusin
On Friday 24 July 2009 15:40:25 Keith Whitwell wrote: I think a fast software rasterizer project would be better described as create a gallium driver targetting LLVM (as opposed to optimizing softpipe), as softpipe fills a pretty useful niche in its current form. Thinking of LLVM as the

Re: [Mesa3d-dev] Mesa (master): gallivm: updates for TGSI changes

2009-07-24 Thread Zack Rusin
On Friday 24 July 2009 20:00:16 Anders Juel Jensen wrote: On Friday 24 July 2009 21:40:25 Keith Whitwell wrote: Thinking of LLVM as the hardware has a couple of positive psychological implications -- most importanly that we are in the business of programming LLVM to do rasterization, rather

Re: [Mesa3d-dev] Why I don't use TGSI

2009-07-24 Thread Zack Rusin
On Friday 24 July 2009 20:25:19 Nicolai Hähnle wrote: Most importantly and crucially, the stream-based nature of TGSI is, in my opinion, harmful. Essentially, it forces one to use only forward-scan-based algorithms that look at one single instruction at a time. I'm not sure I understand what

Re: [Mesa3d-dev] Mesa (master): gallivm: updates for TGSI changes

2009-07-23 Thread Zack Rusin
On Thursday 23 July 2009 12:59:49 Keith Whitwell wrote: Module: Mesa Branch: master Commit: adc6f8cdfc8ca25d7480a50cfe0f85fdeddbfcfc URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=adc6f8cdfc8ca25d7480a50cfe 0f85fdeddbfcfc Author: Keith Whitwell kei...@vmware.com Date: Thu Jul

Re: [Mesa3d-dev] Mesa (master): gallivm: updates for TGSI changes

2009-07-23 Thread Zack Rusin
On Thursday 23 July 2009 13:58:54 Keith Whitwell wrote: OK. I wanted to fix any breakages from my recent changes, so trivial/tri is at least running now. BTW - I don't think this should be removed from master - there are a lot of people just waiting to get a bit of time to work on this,

Re: [Mesa3d-dev] Mesa OpenVG: Having possible EGL build problems

2009-07-17 Thread Zack Rusin
On Friday 17 July 2009 15:47:07 Nicholas Lowell wrote: I pulled the revision just before eglcurrent.c/.h was introduced (because that is saying it can't find eglcurrent.c/.h, feel free to help with that issue) and 'make linux-x86-debug'dir li with EGL_DRIVER=egl_softpipe works. But this is

Re: [Mesa3d-dev] Mesa OpenVG: Having possible EGL build problems

2009-07-16 Thread Zack Rusin
On Thursday 16 July 2009 17:09:47 Nicholas Lowell wrote: make linux-x86: behaves like make linux Hmm, that's interesting. For me make linux-x86 cd src/gallium/state_trackers/vega make cd ../../../../progs/openvg/demos/ make EGL_DRIVER=egl_softpipe ./lion just works. Can you do a make

Re: [Mesa3d-dev] ARB_texture_float disabled, but implemented?

2009-06-15 Thread Zack Rusin
On Sunday 14 June 2009 20:29:47 tom fogal wrote: My application was failing because we were creating floating point textures. We would get an INVALID_VALUE by specifying a ARB_texture_float internal format for glTexImage2D. The attached two-line diff enables the extension, and my app gets by

[Mesa3d-dev] OpenVG state tracker is in

2009-05-01 Thread Zack Rusin
Hi, as mentioned yesterday the OpenVG state tracker is now in the repository. It's a complete implementation of OpenVG 1.0. Every feature of the standard should work. It's under the same BSD license as Mesa3D. docs/openvg.html contains instructions on how to build it. Just like the Mesa's

[Mesa3d-dev] New code release

2009-04-30 Thread Zack Rusin
Hey, so that it doesn't come as such a huge surprise we wanted to let everyone know that we'll be releasing some new code that hopefully we'll make a lot of people happy. We'll start with an OpenVG 1.0 state tracker for Gallium tomorrow. The new code will live temporarily in branches to not

Re: [Mesa3d-dev] Google Summer of Code

2009-04-09 Thread Zack Rusin
On Thursday 09 April 2009 14:03:20 Ian Romanick wrote: Stephane Marchesin wrote: That's my point: video codecs move too fast to be put into silicon, and require too many resources to implement. So we should use shaders and lay everything onto an API that takes care of the hardware

Re: [Mesa3d-dev] mesa with llvm?

2009-03-11 Thread Zack Rusin
On Wednesday 11 March 2009 09:41:08 Kamalneet Singh wrote: Brian Paul wrote: Kamalneet Singh wrote: Stephane Marchesin wrote: [...] What specifically are you interested in ? FWIW all this stuff is quite unfinished... We have a project to develop OpenGL ES Shading Language compiler.

Re: [Mesa3d-dev] C++ in Mesa?

2009-01-06 Thread Zack Rusin
On Tuesday 06 January 2009 16:00:48 keithw wrote: On Tue, 2009-01-06 at 04:26 -0800, PLUG GULP wrote: I think if it is limited to using EC++ then that will act as a guideline too. ~Plug. On Tue, Jan 6, 2009 at 12:33 AM, Zack Rusin za...@vmware.com wrote: On Monday 05 January 2009

Re: [Mesa3d-dev] C++ in Mesa?

2009-01-05 Thread Zack Rusin
On Monday 05 January 2009 17:23:40 Ian Romanick wrote: 2. Linking with C++ libraries causes problems with applications. So far, a fair portion of my GLSL compiler work has been re-creating a C++-like object heirarchy and management system. Frankly, the code would be much better (for all

Re: [Mesa3d-dev] [LLVMdev] Folding vector instructions

2009-01-01 Thread Zack Rusin
On Wednesday 31 December 2008 09:15:09 Alex wrote: Zack Rusin wrote: I think Alex was referring here to a AOS layout which is completely not ready. Actually currently the plan is to have essentially a two pass LLVM IR. I wanted the first one to never lower any of the GPU instructions so

Re: [Mesa3d-dev] Status of non-SOA path in Gallium3D driver

2008-12-30 Thread Zack Rusin
On Tuesday 30 December 2008 11:05:34 Alex wrote: Hello. I am very new to this mailing list so if I've missed something please nicely point it out. I am reading the source code of the Mesa Cell driver (branch gallium-0.2) and get really confused. If I read correctly, there are two paths

Re: [Mesa3d-dev] [LLVMdev] Folding vector instructions

2008-12-30 Thread Zack Rusin
On Tuesday 30 December 2008 15:30:35 Chris Lattner wrote: On Dec 30, 2008, at 6:39 AM, Corbin Simpson wrote: However, the special instrucions cannot directly be mapped to LLVM IR, like min, the conversion involves in 'extract' the vector, create less-than-compare, create 'select'

Re: [Mesa3d-dev] Help!!!! - Fetching gallium-0.2 source.

2008-11-24 Thread Zack Rusin
On Monday 24 November 2008 16:32:24 PLUG GULP wrote: Thanks for trying git+http for mesa repository. What you can also try is simply downloading: http://people.freedesktop.org/~zack/mesa.tar.bz2 which is a tar.bz2 of an Mesa http anongit repo. Once you get and untar it, it should work like a

Re: [Mesa3d-dev] [RFC/PATCH] Mesa: fix cso_set_framebuffer()

2008-11-10 Thread Zack Rusin
On Monday 10 November 2008 16:48:49 Pekka Paalanen wrote: It looks somehow wrong, and to get it in Is there anything in specific that looks wrong with it? It looks right to me. line with the rest of the code, I propose this fix. It looks to me like you did the opposite versus the other

Re: [Mesa3d-dev] Gallium + llvm integration

2008-09-30 Thread Zack Rusin
On Tuesday 30 September 2008 14:21:10 Stephane Marchesin wrote: Hi again, I've adapted (but didn't push it) gallivm to llvm 2.4 (svn) API changes. But then there's an obvious question about what we're doing with those API changes ? Do we settle on a given version, or do we want to adapt it

Re: [Mesa3d-dev] Gallium + llvm integration

2008-09-28 Thread Zack Rusin
On Sunday 28 September 2008 14:34:53 Stephane Marchesin wrote: Hi, I'm working on llvm integration in gallium, Ah, that's great. but I have a small problem with the current design. Basically, the tgsi to llvm translator currently generates calls to library functions (abs(), exp(), log(),

Re: [Mesa3d-dev] Gallium + llvm integration

2008-09-28 Thread Zack Rusin
On Sunday 28 September 2008 15:04:42 Stephane Marchesin wrote: Oh, I'm thinking about doing driver-specific llvm backends here. Yea, that was always my plan. I've realised that the difference between GPUs really didn't allow common intermediate representation. Furthermore, the llvm tablegen

[Mesa3d-dev] Gallium-0.2

2008-09-28 Thread Zack Rusin
Hey, I just realized this was never communicated so just a quick note. Keith, Alan and Brian did the bulk of the work to get gallium-0.1 merged with master and the result is gallium-0.2 branch. It's essentially gallium3d on top of master. gallium-0.2 should stay in sync with master from now

[Mesa3d-dev] New git email hook

2008-09-21 Thread Zack Rusin
Hey, I've replaced the script we've been using for the Mesa Git repo with a modified version of the script used by the Wine guys. Basically the differences are as following: 1) If the push has less than 20 commits then they will be sent as individual emails 2) Each one of the individual

Re: [Mesa3d-dev] New git email hook

2008-09-21 Thread Zack Rusin
On Sunday 21 September 2008 19:26:46 Zack Rusin wrote: commiting try to have : a) first line of the commit message description of what it does, b) a newline and description of what it does *why* so: first line) what it does second line) empty third line) why it does

Re: [Mesa3d-dev] gallium (was Re: radeon r6xx DRM...)

2008-06-04 Thread Zack Rusin
On Thursday 05 June 2008 12:47:07 am Dave Airlie wrote: Gallium might ultimately wind up in its own repository as a stand-alone project. Afterall, Gallium drivers could be used by APIs other than OpenGL. The question is mainly from a distro point of view what do we need to ship a gallium

Re: [Mesa3d-dev] shader reorg

2008-02-15 Thread Zack Rusin
On Friday 15 February 2008 08:43:08 Keith Whitwell wrote: Basically I've just made a start on this - shifting things into separate files where previously they were all jammed together. Wicked. It's definitely something I wanted to see for the longest time! Unfortunately I haven't been able to

Re: [Mesa3d-dev] Pruning some really stale branches

2007-12-19 Thread Zack Rusin
On Wednesday 19 December 2007 09:20:06 am Matthias Hopf wrote: On Dec 19, 07 06:07:15 -0800, Dan Nicholson wrote: I'm not sure what we'd gain in exchange for losing history. At the very least, I think such branches should be preserved in a separate legacy/history repository. I guess

Re: [Mesa3d-dev] [PATCH] port Gallium Cell code to use libspe2

2007-12-11 Thread Zack Rusin
On Tuesday 11 December 2007 03:50:44 pm Brian Paul wrote: Ian Romanick wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ian Romanick wrote: This patch ports the existing Gallium Cell code to use libspe2 instead of libspe. libspe is deprecated in SDK 2.1 and is removed from SDK

Re: [Mesa3d-dev] Build patch for linux-llvm target of gallium3d

2007-12-01 Thread Zack Rusin
On Saturday 01 December 2007 06:12:45 am Eli Friedman wrote: Patch to fix building the linux-llvm target of gallium3d. There are essentially two groups of fixes here: one is fixing the includes to match a recent header reorganization, and the other is making it build against trunk LLVM, where

Re: [Mesa3d-dev] TGSI_OPCODE_TXP missing

2007-11-19 Thread Zack Rusin
On Monday 19 November 2007 12:13:24 pm Ian Romanick wrote: I'm trying to build linux-llvm on PowerPC, but it seems that TGSI_OPCODE_TXP isn't defined anywhere. Did someone forget to push a commit? To some extend. Brian removed it (with TGSI semantics TXP was really TEX with

Re: [Mesa3d-dev] Softpipe state code

2007-09-18 Thread Zack Rusin
On Sunday 16 September 2007 02:41:24 pm Keith Whitwell wrote: 1) Fewer state objects, probably 5 or 6. 2) The constant state object life cycle, ie: - CreateBlendState - BindBlendState - DestroyBlendState 3) State partitioned in a hopefully sensible way for hardware. The

Re: [Mesa3d-dev] Tool to process .syn files?

2007-05-21 Thread Zack Rusin
On Friday 18 May 2007 01:53:53 pm Ian Romanick wrote: Yeah, that's where Roberto came in :) We used QLALR which is simply amazing and for those who ever used Bison a lot more convenient than what we had right now. http://labs.trolltech.com/page/Projects/Compilers/QLALR Initially we

Re: [Mesa3d-dev] Tool to process .syn files?

2007-05-21 Thread Zack Rusin
On Monday 21 May 2007 03:11:28 pm Keith Whitwell wrote: It seems that either the LLVM IR would need some extensions for those things or the back-end code generator/instruction selector would have to look for patterns of scalar instructions and figure out where vector ops should be used.  

Re: [Mesa3d-dev] Tool to process .syn files?

2007-05-18 Thread Zack Rusin
On Thursday 17 May 2007 05:36:45 pm Keith Whitwell wrote: I think the Zack/Roberto LLVM tree has done just this. Unfortunately for this immediate problem, they target a whole new intermediate representation. Zack, what tools did you use for the front-end/parser? I've been looking

Re: [Mesa3d-dev] Mesa / OpenGL driver for the Cell processor

2007-05-15 Thread Zack Rusin
On Tuesday 15 May 2007 06:29:43 am Keith Whitwell wrote: Of particular interest to us is the runtime code generator and shader compiler. We have been developing something we're calling the Tungsten Graphics Shader Infrastructure, which is intended to be a retargetable compiler for GLSL and

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