[Mesa3d-dev] broken build on windows

2009-09-04 Thread michal
C:\src\mesascons platform=windows debug=1 scons: Reading SConscript files ... scons: done reading SConscript files. scons: Building targets ... Compiling src\mesa\shader\program_parse.tab.c ... program_parse.tab.c program_parse.tab.c(254) : error C2365: 'POINT' : redefinition; previous definit

[Mesa3d-dev] drawing with elements out of range

2009-10-09 Thread michal
I've been able to crash my app that uses a gallium driver by feeding the draw module an index buffer with garbage contents. Is there a desire to add out-of-bounds checking of every index element, or is it being ignored on purpose for performance reasons? Thanks.

Re: [Mesa3d-dev] drawing with elements out of range

2009-10-09 Thread michal
Keith Whitwell pisze: On Fri, 2009-10-09 at 04:10 -0700, michal wrote: I've been able to crash my app that uses a gallium driver by feeding the draw module an index buffer with garbage contents. Is there a desire to add out-of-bounds checking of every index element, or is it being

[Mesa3d-dev] [PATCH] draw: Do an out-of-bounds check on array elements.

2009-10-09 Thread michal
From 5ebc14fc47a5e31b3c6be54142550bdf2ac093df Mon Sep 17 00:00:00 2001 From: Michal Krol mic...@vmware.com Date: Fri, 9 Oct 2009 13:30:52 +0100 Subject: [PATCH] draw: Do an out-of-bounds check on array elements. Do not draw a reduced primitive if any of its vertices reaches outside of the vertex

Re: [Mesa3d-dev] [PATCH] draw: Do an out-of-bounds check on array elements.

2009-10-09 Thread michal
Keith Whitwell pisze: Michal, Sorry, this isn't a great way to do this. This can usually be caught much earlier in the pipeline and with much less overhead by validating the incoming index list. OK, so we scan the whole element array beforehand, and if any element is out of range, we

Re: [Mesa3d-dev] [PATCH] draw: Do an out-of-bounds check on array elements.

2009-10-09 Thread michal
Keith Whitwell pisze: On Fri, 2009-10-09 at 06:19 -0700, michal wrote: Keith Whitwell pisze: Michal, Sorry, this isn't a great way to do this. This can usually be caught much earlier in the pipeline and with much less overhead by validating the incoming index list

[Mesa3d-dev] [PATCH] gallium: Add a PREDICATE register file.

2009-10-30 Thread michal
gallium: Add a PREDICATE register file. There's already a shader token that allows composition of predicated instructions (tgsi_instruction_ext_predicate). However, there is no way one can write to thos predicate registers in the first place. --- src/gallium/include/pipe/p_shader_tokens.h |1

Re: [Mesa3d-dev] [PATCH] gallium: Add a PREDICATE register file.

2009-10-30 Thread michal
Keith Whitwell pisze: On Fri, 2009-10-30 at 03:43 -0700, michal wrote: gallium: Add a PREDICATE register file. There's already a shader token that allows composition of predicated instructions (tgsi_instruction_ext_predicate). However, there is no way one can write to thos predicate

Re: [Mesa3d-dev] [PATCH] gallium: Add a PREDICATE register file.

2009-10-30 Thread michal
Brian Paul pisze: Keith Whitwell wrote: On Fri, 2009-10-30 at 04:36 -0700, michal wrote: Keith Whitwell pisze: On Fri, 2009-10-30 at 03:43 -0700, michal wrote: gallium: Add a PREDICATE register file. There's already a shader token that allows composition

Re: [Mesa3d-dev] [PATCH] gallium: Add a PREDICATE register file.

2009-10-30 Thread michal
Keith Whitwell pisze: On Fri, 2009-10-30 at 10:19 -0700, michal wrote: Brian Paul pisze: Keith Whitwell wrote: On Fri, 2009-10-30 at 04:36 -0700, michal wrote: Keith Whitwell pisze: On Fri, 2009-10-30 at 03:43 -0700, michal wrote

Re: [Mesa3d-dev] [PATCH] gallium: Add a PREDICATE register file.

2009-10-31 Thread michal
michal pisze: Keith Whitwell pisze: On Fri, 2009-10-30 at 11:24 -0700, michal wrote: +/* + * Currently, the following constraints apply. + * + * - PredSwizzleXYZW is either set to identity or replicate. + * - PredSrcIndex is 0. + */ Michal, This is looking a lot better

[Mesa3d-dev] GLSL compiler performance

2009-11-12 Thread michal
This is a heads up for what is going on on the glsl-pp-rework-2 feature branch. The goal was to rewrite the existing preprocessor for GLSL compiler as a stepping stone for a better GLSL compiler in general. Make it faster, easy to understand and maintain. But the most important thing was to

Re: [Mesa3d-dev] Mesa (master): tgsi: Fix POSITION and FACE fragment shader inputs.

2009-11-24 Thread michal
Keith Whitwell pisze: On Mon, 2009-11-23 at 17:28 -0800, Brian Paul wrote: For OpenGL, the front-facing attribute is either 0 (back) or 1 (front) rather than +/-1. I think we'll need to do some additional work (insert a MAD instr?) in the Mesa-TGSI translation to account for this

Re: [Mesa3d-dev] TGSI simplification branch

2009-11-25 Thread michal
Keith Whitwell pisze: I've pushed a feature branch with some tgsi simplifications in it. With these I've removed the biggest remaining oddities of that language, and it's getting to a place where I'm starting to be happy with it as a foundation for future work. Most of the surprising stuff

Re: [Mesa3d-dev] TGSI simplification branch

2009-11-25 Thread michal
Keith Whitwell pisze: On Wed, 2009-11-25 at 06:28 -0800, michal wrote: Keith Whitwell pisze: I've pushed a feature branch with some tgsi simplifications in it. With these I've removed the biggest remaining oddities of that language, and it's getting to a place where I'm starting

Re: [Mesa3d-dev] TGSI simplification branch

2009-11-25 Thread michal
michal pisze: Keith Whitwell pisze: On Wed, 2009-11-25 at 06:28 -0800, michal wrote: Keith Whitwell pisze: I've pushed a feature branch with some tgsi simplifications in it. With these I've removed the biggest remaining oddities of that language, and it's getting

Re: [Mesa3d-dev] TGSI simplification branch

2009-11-26 Thread michal
Keith Whitwell pisze: On Wed, 2009-11-25 at 08:51 -0800, michal wrote: michal pisze: Keith Whitwell pisze: On Wed, 2009-11-25 at 06:28 -0800, michal wrote: Keith Whitwell pisze: I've pushed a feature branch with some tgsi

Re: [Mesa3d-dev] TGSI simplification branch

2009-11-26 Thread michal
Keith Whitwell pisze: On Thu, 2009-11-26 at 10:42 -0800, michal wrote: Keith Whitwell pisze: On Wed, 2009-11-25 at 08:51 -0800, michal wrote: michal pisze: Keith Whitwell pisze: On Wed, 2009-11-25 at 06:28 -0800, michal wrote

Re: [Mesa3d-dev] TGSI simplification branch

2009-11-27 Thread michal
Keith Whitwell pisze: Michal, It's really not the job of the shader representation to do this type of versioning between halves of a driver. If we ever get to a point where we want to do versioning in gallium, we'll want the version control to cover the entire interface, not just

[Mesa3d-dev] [PATCH] Add entrypoints for setting vertex texture state

2009-11-27 Thread michal
Hello, Please review the patch below. It extends the gallium interface to allow setting vertex texture sampler states. This is an optional feature -- drivers not wishing to implement it return 0 for PIPE_CAP_MAX_VERTEX_TEXTURES capability query. Drivers may also choose to support it, but

Re: [Mesa3d-dev] [PATCH] Add entrypoints for setting vertex texture state

2009-11-27 Thread michal
Keith Whitwell pisze: On Fri, 2009-11-27 at 10:10 -0800, michal wrote: Hello, Please review the patch below. It extends the gallium interface to allow setting vertex texture sampler states. This is an optional feature -- drivers not wishing to implement it return 0

Re: [Mesa3d-dev] [PATCH] Add entrypoints for setting vertex texture state

2009-11-27 Thread michal
Roland Scheidegger pisze: On 27.11.2009 19:32, michal wrote: Why is the MAX here smaller than for fragment samplers? Doesn't GL require them to be the same, because GL effectively binds the same set of sampler states in both cases? Can you take a closer look at what the GL state

Re: [Mesa3d-dev] [PATCH] Add entrypoints for setting vertex texture state

2009-11-30 Thread michal
shaders combined. Michal Krol pisze: That means we need an additional cap bit to support GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS because it's no longer a simple sum of max vertex and fragment samplers. For i965 max vertex/fragment/combined samplers would be then 16. -- Michal Krol

Re: [Mesa3d-dev] TGSI simplification branch

2009-12-01 Thread michal
Keith Whitwell pisze: On Thu, 2009-11-26 at 10:42 -0800, michal wrote: Keith Whitwell pisze: On Wed, 2009-11-25 at 08:51 -0800, michal wrote: michal pisze: Keith Whitwell pisze: On Wed, 2009-11-25 at 06:28 -0800, michal wrote

Re: [Mesa3d-dev] [PATCH] adds glsl-shader-loader which is a framework that loads glsl shaders from a .ini file. The files can include test requirements, uniforms to pass to the shaders and expected va

2009-12-02 Thread michal
Ian Romanick pisze: + } +} + +void +testFile_parse() +{ + FILE* filePointer; + int i=0, secLength=0, fileLength=0, state=0, currentTest=0; + char c; + char word[32]; + char *cP; + + filePointer = fopen(filename, rt); + if(!filePointer) +

[Mesa3d-dev] Branch pipe-format-simplify open for review

2009-12-08 Thread michal
This branch simplifies pipe/p_format.h by making enum pipe_format what it should have been -- an enum. As a result there is no extra information encoded in it and one needs to use auxiliary/util/u_format.h to get that info instead. Linking to the auxiliary/util lib is necessary. Please review

Re: [Mesa3d-dev] Branch pipe-format-simplify open for review

2009-12-08 Thread michal
Christoph Bumiller pisze: michal schrieb: This branch simplifies pipe/p_format.h by making enum pipe_format what it should have been -- an enum. ... I would like to hear from r300 and nouveau guys, as those drivers were using some internal macros and I weren't 100% sure I got

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread michal
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] or FRAG DCL IN[0], COLOR, LINEAR

Re: [Mesa3d-dev] Mesa (pipe-format-simplify): Simplify the redundant meaning of format layout.

2009-12-09 Thread michal
José Fonseca pisze: This is not true. UTIL_FORMAT_LAYOUT_* are needed for code generation in u_format_access.py and llvmpipe. It seems here what you want is a is-compressed or not flag. If so add that flag to util_format_description, modify u_format_table.py to generate that flag, and leave

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread michal
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 all inputs/outputs the same way. e.g. VERT

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-09 Thread michal
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, currently Gallium3d shaders

[Mesa3d-dev] glsl-pp-rework-2 branch merge

2009-12-09 Thread michal
Hi all, I would like to merge this branch back to master this week. If anoyone could test if the build works on his/her system, it would be nice. Thanks. -- Return on Information: Google Enterprise Search pays you back

Re: [Mesa3d-dev] glsl-pp-rework-2 branch merge

2009-12-09 Thread michal
Keith Whitwell pisze: On Wed, 2009-12-09 at 09:16 -0800, michal wrote: Hi all, I would like to merge this branch back to master this week. If anoyone could test if the build works on his/her system, it would be nice. Thanks. Michal, Can you detail what testing you've done

Re: [Mesa3d-dev] glsl-pp-rework-2 branch merge

2009-12-09 Thread michal
Kenneth Graunke pisze: On Wednesday 09 December 2009 09:16:57 michal wrote: Hi all, I would like to merge this branch back to master this week. If anoyone could test if the build works on his/her system, it would be nice. Thanks. Hi Michal, I don't see any code in the new

Re: [Mesa3d-dev] Mesa (glsl-pp-rework-2): scons: Get GLSL code building correctly when cross compiling.

2009-12-10 Thread michal
jfons...@vmware.com Date: Thu Dec 10 16:29:04 2009 + scons: Get GLSL code building correctly when cross compiling. This is quite messy. GLSL code has to be built twice: one for the host OS, another for the target OS. Michal, I managed to get linux-windows cross compilation working

Re: [Mesa3d-dev] Gallium3d shader declarations

2009-12-11 Thread michal
Zack Rusin pisze: 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

Re: [Mesa3d-dev] glsl-pp-rework-2 branch merge

2009-12-11 Thread michal
Roland Scheidegger pisze: On 09.12.2009 18:58, michal wrote: Keith Whitwell pisze: On Wed, 2009-12-09 at 09:16 -0800, michal wrote: Hi all, I would like to merge this branch back to master this week. If anoyone could test if the build works on his/her system, it would

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

2009-12-14 Thread michal
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 index 0 (first dimension) and size 3 (second dimension). Since the second dimension is a size, not an index (or, for

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

2009-12-14 Thread michal
Zack Rusin pisze: 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

Re: [Mesa3d-dev] gallium: add blitter

2009-12-14 Thread michal
Keith Whitwell pisze: On Sun, 2009-12-13 at 15:27 -0800, Marek Olšák wrote: +static INLINE +void util_blitter_save_fragment_sampler_states( + struct blitter_context *blitter, + int num_sampler_states, + void **sampler_states) +{ +

Re: [Mesa3d-dev] gallium: add blitter

2009-12-14 Thread michal
not sure __assume keyword that Michal mentioned helps. It's more a hint to the compiler to help him optimize code around the assertion, but perhaps it helps with the warnings too. If I try to compile this: __assume(lalala); I get: error C2065: 'lalala' : undeclared identifier On the other

Re: [Mesa3d-dev] gallium: add blitter

2009-12-14 Thread michal
José Fonseca pisze: On Mon, 2009-12-14 at 08:58 -0800, michal wrote: José Fonseca pisze: On Mon, 2009-12-14 at 08:22 -0800, Keith Whitwell wrote: On Mon, 2009-12-14 at 08:19 -0800, Keith Whitwell wrote: On Mon, 2009-12-14 at 08:04 -0800, José Fonseca

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

2009-12-14 Thread michal
Keith Whitwell pisze: On Mon, 2009-12-14 at 06:51 -0800, michal wrote: Zack Rusin pisze: 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

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

2009-12-14 Thread michal
Zack Rusin pisze: On Monday 14 December 2009 12:49:53 michal wrote: Keith Whitwell pisze: On Mon, 2009-12-14 at 06:51 -0800, michal wrote: Zack Rusin pisze: On Monday 14 December 2009 09:29:03 Keith Whitwell wrote: On Mon, 2009-12-14 at 06:23 -0800

[Mesa3d-dev] [PATCH] Fix u_pack_color.h rgb pack/unpack functions

2009-12-15 Thread michal
Guys, Does the attached patch make sense to you? I replaced the incomplete switch-cases with calls to u_format_access functions that are complete but are going to be a bit more expensive to call. Since they are used not very often in mesa state tracker, I thought it's a good compromise.

Re: [Mesa3d-dev] [PATCH] Fix u_pack_color.h rgb pack/unpack functions

2009-12-15 Thread michal
Roland Scheidegger pisze: On 15.12.2009 14:14, michal wrote: Guys, Does the attached patch make sense to you? I replaced the incomplete switch-cases with calls to u_format_access functions that are complete but are going to be a bit more expensive to call. Since they are used

Re: [Mesa3d-dev] Vega State-Tracker not compiling

2009-12-21 Thread michal
STEVE555 wrote on 2009-12-20 18:02: Hi everyone, I've noticed in the last few days of compiling Mesa from git that I get an error when I include Vega as one of the state-trackers in my configure options.It keeps coming up with this error: Fixed in git.

Re: [Mesa3d-dev] Mystery of u_format.csv

2009-12-22 Thread michal
Marek Olšák wrote on 2009-12-22 08:40: Hi, I noticed that gallium/auxiliary/util/u_format.csv contains some weird swizzling, for example see this: $ grep zyxw u_format.csv PIPE_FORMAT_A8R8G8B8_UNORM, arith , 1, 1, un8 , un8 , un8 , un8 , zyxw, rgb PIPE_FORMAT_A1R5G5B5_UNORM

Re: [Mesa3d-dev] geometry shading patches

2009-12-25 Thread michal
Zack Rusin wrote on 2009-12-24 14:24: yo, after our discussions i hacked a new version of geometry shading support in gallium. the new geometry shading syntax looks as follows: Zack, That looks nice. Once you commit I will take a closer look at patch #10 and see what's the issue there

Re: [Mesa3d-dev] Mesa (instanced-arrays): translate: Implement instancing for linear SSE run .

2009-12-30 Thread michal
Keith Whitwell wrote on 2009-12-30 16:22: Michal, Did you update the 'C' version of translate for this new functionality? You can't just extend the fast path - the fallback/default mode needs to be updated as well. Yes, I did that in the previous commit. Also, I'm sure it's

Re: [Mesa3d-dev] [PATCH] fix missing semantic name in tgsi_text.c

2010-01-01 Thread michal
Igor Oliveira wrote on 2010-01-01 18:03: Hi, i found a tgsi bug running vega state tracker. The bug happens because in tgsi_text.c line 991: for (i = 0; i TGSI_SEMANTIC_COUNT; i++) TGSI_SEMANTIC_COUNT is bigger than semantic_name declared in tgsi_text.c: 936 static const char

[Mesa3d-dev] [RFC] gallium-integer-opcodes branch

2010-01-03 Thread michal
Hi, I would like to merge gallium-integer-opcodes branch to master this week. This feature branch adds support for integer operations in TGSI that is required by GLSL 1.30. In summary: * add a bunch of opcodes operating on signed and unsigned integers, * add signed/unsigned integer immediate

Re: [Mesa3d-dev] [RFC] gallium-integer-opcodes branch

2010-01-05 Thread michal
Keith Whitwell wrote on 2010-01-04 18:46: On Mon, 2010-01-04 at 09:39 -0800, Brian Paul wrote: michal wrote: Hi, I would like to merge gallium-integer-opcodes branch to master this week. This feature branch adds support for integer operations in TGSI that is required by GLSL

Re: [Mesa3d-dev] Merge gallium-docs

2010-01-05 Thread michal
José Fonseca wrote on 2010-01-05 17:12: On Tue, 2010-01-05 at 07:57 -0800, Keith Whitwell wrote: This doesn't really need to be on a branch, and by merging it I can start to ask for people to keep it up-to-date with interface changes... If nobody objects, I'll do this in the next couple

[Mesa3d-dev] [PATCH] Make sure we use only signed/unsigned ints with bitfields.

2010-01-06 Thread michal
Attached. From c91abe0b58abc69743c162fd55f7461a716b9141 Mon Sep 17 00:00:00 2001 From: Michal Krol mic...@vmware.com Date: Wed, 6 Jan 2010 09:48:41 +0100 Subject: [PATCH] Make sure we use only signed/unsigned ints with bitfields. Seems to be the only way to stay fully portable. --- src/gallium

Re: [Mesa3d-dev] [PATCH] Make sure we use only signed/unsigned ints with bitfields.

2010-01-06 Thread michal
Keith Whitwell wrote on 2010-01-06 10:43: On Wed, 2010-01-06 at 00:50 -0800, michal wrote: diff --git a/src/gallium/drivers/svga/svga_tgsi.h b/src/gallium/drivers/svga/svga_tgsi.h index 896c90a..d132525 100644 --- a/src/gallium/drivers/svga/svga_tgsi.h +++ b/src/gallium/drivers/svga

Re: [Mesa3d-dev] Mystery of u_format.csv

2010-01-06 Thread michal
José Fonseca wrote on 2010-01-06 15:03: On Tue, 2010-01-05 at 23:36 -0800, michal wrote: michal wrote on 2010-01-06 07:58: michal wrote on 2009-12-22 10:00: Marek Olšák wrote on 2009-12-22 08:40: Hi, I noticed that gallium/auxiliary/util

Re: [Mesa3d-dev] Mystery of u_format.csv

2010-01-06 Thread michal
Christoph Bumiller wrote on 2010-01-06 12:08: On 06.01.2010 08:36, michal wrote: michal wrote on 2010-01-06 07:58: michal wrote on 2009-12-22 10:00: Marek Olšák wrote on 2009-12-22 08:40: Hi, I noticed that gallium/auxiliary/util/u_format.csv contains some weird swizzling

Re: [Mesa3d-dev] Mystery of u_format.csv

2010-01-06 Thread michal
José Fonseca wrote on 2010-01-06 15:26: On Wed, 2010-01-06 at 06:11 -0800, michal wrote: José Fonseca wrote on 2010-01-06 15:03: On Tue, 2010-01-05 at 23:36 -0800, michal wrote: michal wrote on 2010-01-06 07:58: michal wrote on 2009-12-22 10:00

Re: [Mesa3d-dev] Mystery of u_format.csv

2010-01-06 Thread michal
Michel Dänzer wrote on 2010-01-06 15:23: On Wed, 2010-01-06 at 14:03 +, José Fonseca wrote: On Tue, 2010-01-05 at 23:36 -0800, michal wrote: michal wrote on 2010-01-06 07:58: michal wrote on 2009-12-22 10:00: Marek Olšák wrote on 2009-12-22 08:40

Re: [Mesa3d-dev] [PATCH] Make sure we use only signed/unsigned ints with bitfields.

2010-01-06 Thread michal
Keith Whitwell wrote on 2010-01-06 11:31: Looks good to me Michal. Thanks, commited. -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development

Re: [Mesa3d-dev] [mesa] svga: Fix error: cannot take address of bit-field 'texture_target' in svga_tgsi.h

2010-01-06 Thread michal
Regars, - Sedat - I just fixed that. Actually, we could go back to bitfields and fix broken svga_fs_key_size(). Attached a patch. Can somebody review, test-build and commit? From 7321aef0dfc5bb160ec8a33d1d4e686419f2ed3d Mon Sep 17 00:00:00 2001 From: Michal Krol mic...@vmware.com

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

2010-01-07 Thread michal
José Fonseca wrote on 2010-01-07 14:45: On Thu, 2010-01-07 at 05:25 -0800, Zack Rusin wrote: 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.

Re: [Mesa3d-dev] [mesa] svga: Fix error: cannot take address of bit-field 'texture_target' in svga_tgsi.h

2010-01-08 Thread michal
Sedat Dilek wrote on 2010-01-06 18:54: Compile-tested OK. Thanks, commited. -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A

Re: [Mesa3d-dev] [PATCH] add double opcodes to tgsi

2010-01-11 Thread michal
Igor Oliveira wrote on 2010-01-11 14:37: These patches add support to double opcodes as discussed in mail list. The opcodes create are: movd, ddiv, dadd, dseq, dmax, dmin, dmul, dmuladd, drcp and dslt. They are used like suggested by Zack: MOVD A.xy, C.xy, c.xy where x is the lsb and y is

Re: [Mesa3d-dev] [PATH] Add double opcodes to TGSI Revision 2

2010-01-12 Thread michal
Igor Oliveira wrote on 2010-01-12 12:52: Michal: i am seeing the double opcode branch i can move the opcode codes to use the exec_double_binary/unary Igor, Yes, that was my intention. It would be great if you looked at what has been done in that branch and for each new opcode provide

[Mesa3d-dev] [RFC] instanced-arrays branch

2010-01-12 Thread michal
Keith, I would like to merge this branch to master soon. It adds new entrypoints to pipe_context -- draw_arrays_instanced() and draw_elements_instanced(). A new system value is introduced to TGSI that allows vertex shaders to access current instance ID. The new entrypoints are implemented in

Re: [Mesa3d-dev] Mesa (glsl-pp-rework-2): scons: Get GLSL code building correctly when cross compiling.

2010-01-12 Thread michal
José Fonseca wrote on 2010-01-12 19:51: On Mon, 2010-01-11 at 15:28 -0800, Stephan Raue wrote: Hi all, Am 10.12.2009 17:36, schrieb José Fonseca: On Thu, 2009-12-10 at 08:31 -0800, Jose Fonseca wrote: Module: Mesa Branch: glsl-pp-rework-2 Commit:

Re: [Mesa3d-dev] [RFC] instanced-arrays branch

2010-01-14 Thread michal
michal wrote on 2010-01-12 19:02: Keith, I would like to merge this branch to master soon. It adds new entrypoints to pipe_context -- draw_arrays_instanced() and draw_elements_instanced(). A new system value is introduced to TGSI that allows vertex shaders to access current instance ID

Re: [Mesa3d-dev] [PATCH] Add GALLIUM_DUMP_VS environment variable

2010-01-15 Thread michal
Luca Barbieri wrote on 2009-12-26 02:06: Add GALLIUM_DUMP_VS to dump the vertex shader to the console like GALLIUM_DUMP_FS in softpipe. Commited, thanks. -- Throughout its 18-year history, RSA Conference

Re: [Mesa3d-dev] [RFC] instanced-arrays branch

2010-01-15 Thread michal
Chia-I Wu wrote on 2010-01-15 15:09: On Fri, Jan 15, 2010 at 09:57:32PM +0800, Chia-I Wu wrote: On Wed, Jan 13, 2010 at 2:02 AM, michal mic...@vmware.com wrote: I would like to merge this branch to master soon. I am seeing all sorts of funny behaviors after the merge

Re: [Mesa3d-dev] [RFC] instanced-arrays branch

2010-01-16 Thread michal
Chia-I Wu wrote on 2010-01-16 02:28: On Fri, Jan 15, 2010 at 07:22:52PM +0100, michal wrote: I think I will try to manually patch it later. Thanks! The first line of the patch is somehow garbled. But I am not sure if that is a good fix, so please go ahead. Commited, thanks

Re: [Mesa3d-dev] [PATCH] Implement double opcodes: ddiv, dmul, dmax, dmin, dslt, dsge, dseq, drcp, dqsrt and dmad

2010-01-19 Thread michal
Igor Oliveira wrote on 2010-01-18 19:55: The patches implement gallium opcodes ddiv, dmul, dmax, dmin, dslt, dsge, dseq, drcp, dqsrt and dmad and add tests to it. They are applicable in gallium-double-opcode branch. The next patchs i will add documentation and missing double opcodes

Re: [Mesa3d-dev] [PATCH] add dfrac, dfracexp, dldexp opcodes to gallium

2010-01-19 Thread michal
Igor Oliveira wrote on 2010-01-20 00:37: Hi, These patches add support to dfrac, dldexp and fracexp opcodes. The fracexp opcode i think it is the only opcode that use 2 DST registers. The first one is used to store the fractional part(it store in a double) and the second one is used to store

[Mesa3d-dev] python and constant buffers

2010-01-20 Thread michal
Jose, How one can upload data to buffers in python state tracker? I am trying to do the following: +cb0_data = [ +0.0, 0.0, 0.0, 0.0, +0.0, 0.0, 0.0, 1.0, +1.0, 1.0, 1.0, 1.0, +2.0, 4.0, 8.0, 1.0, +] + +constbuf0 = dev.buffer_create( +16, +

Re: [Mesa3d-dev] python and constant buffers

2010-01-21 Thread michal
José Fonseca wrote on 2010-01-20 14:32: On Wed, 2010-01-20 at 03:55 -0800, michal wrote: Jose, How one can upload data to buffers in python state tracker? I am trying to do the following: +cb0_data = [ +0.0, 0.0, 0.0, 0.0, +0.0, 0.0, 0.0, 1.0, +1.0, 1.0

[Mesa3d-dev] [RFC] gallium-multiple-constant-buffers merge

2010-01-21 Thread michal
Hi, This simple feature branch adds support for two-dimensional constant buffers in TGSI. An example shader would look like this: FRAG DCL IN[0], COLOR, LINEAR DCL OUT[0], COLOR DCL CONST[1][1..2] MAD OUT[0], IN[0], CONST[1][2], CONST[1][1] END For this to work, one needs to bind a buffer

Re: [Mesa3d-dev] [RFC] gallium-multiple-constant-buffers merge

2010-01-22 Thread michal
Brian Paul wrote on 2010-01-21 21:57: michal wrote: Hi, This simple feature branch adds support for two-dimensional constant buffers in TGSI. An example shader would look like this: FRAG DCL IN[0], COLOR, LINEAR DCL OUT[0], COLOR DCL CONST[1][1..2] MAD OUT[0], IN[0], CONST[1][2

Re: [Mesa3d-dev] [RFC] gallium-multiple-constant-buffers merge

2010-01-25 Thread michal
Brian Paul wrote on 2010-01-22 17:56: michal wrote: Brian Paul wrote on 2010-01-21 21:57: michal wrote: Hi, This simple feature branch adds support for two-dimensional constant buffers in TGSI. An example shader would look like this: FRAG DCL IN[0], COLOR

[Mesa3d-dev] TGSI build and sse2 removal

2010-01-25 Thread michal
I would like to have those two modules go away, as they are maintenance pain with no real benefits. The build module has been superseded by the ureg module, and apparently all third-party code has already migrated or is in the process of porting to new interface. I would like to nuke it if

Re: [Mesa3d-dev] TGSI build and sse2 removal

2010-01-25 Thread michal
Brian Paul wrote on 2010-01-25 16:09: José Fonseca wrote: Michal, On Mon, 2010-01-25 at 06:27 -0800, michal wrote: I would like to have those two modules go away, as they are maintenance pain with no real benefits. The build module has been superseded by the ureg module

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

[Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-03 Thread michal
Keith, This feature branch adds cylindrical wrap texcoord mode to gallium shader tokens and removes prefilter field from sampler state. Implemented cylindrical wrapping for linear interpolator in softpipe. Not sure whether it makes sense to do it for perspective interpolator. Documented TGSI

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-04 Thread michal
Brian Paul wrote on 2010-02-03 17:58: Keith Whitwell wrote: Michal, why do you need this for linear interpolator and not perspective? I think d3d mobile let you disable perspective correct texturing, but it is always enabled for normal d3d. I could not think of a use case

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-05 Thread michal
Brian Paul wrote on 2010-02-04 22:07: michal wrote: Brian Paul wrote on 2010-02-03 17:58: Keith Whitwell wrote: Michal, why do you need this for linear interpolator and not perspective? I think d3d mobile let you disable perspective correct texturing, but it is always

Re: [Mesa3d-dev] [RFC] gallium-cylindrical-wrap branch

2010-02-05 Thread michal
michal wrote on 2010-02-05 11:05: Brian Paul wrote on 2010-02-04 22:07: michal wrote: Brian Paul wrote on 2010-02-03 17:58: Keith Whitwell wrote: Michal, why do you need this for linear interpolator and not perspective? I think d3d mobile

[Mesa3d-dev] Gallium query types

2010-02-11 Thread michal
Hi, I can't find any information regarding two Gallium query types. No documentation, no source code. #define PIPE_QUERY_PRIMITIVES_GENERATED 1 #define PIPE_QUERY_PRIMITIVES_EMITTED2 Do they have something to do with NV_transform_feedback extension? If not, do they mean the number of

Re: [Mesa3d-dev] Mesa (master): util: Fix descriptors for R32_FLOAT and R32G32_FLOAT formats .

2010-02-12 Thread michal
: Michal Krol mic...@vmware.com Date: Fri Feb 12 13:32:35 2010 +0100 util: Fix descriptors for R32_FLOAT and R32G32_FLOAT formats. Michal, Is this more like two different users expecting two different results in those unused columns? In particular, we definitely require the missing

Re: [Mesa3d-dev] Mesa (master): util: Fix descriptors for R32_FLOAT and R32G32_FLOAT formats .

2010-02-12 Thread michal
Keith Whitwell wrote on 2010-02-12 14:28: On Fri, 2010-02-12 at 05:09 -0800, michal wrote: Keith Whitwell wrote on 2010-02-12 13:39: On Fri, 2010-02-12 at 04:32 -0800, Micha?? Kr??l wrote: Module: Mesa Branch: master Commit: aa0b671422880b99dc178d43d1e4e1a3f766bf7f URL

Re: [Mesa3d-dev] Mesa (master): util: Fix descriptors for R32_FLOAT and R32G32_FLOAT formats .

2010-02-15 Thread michal
, Roland Scheidegger wrote: On 12.02.2010 18:42, Keith Whitwell wrote: On Fri, 2010-02-12 at 09:28 -0800, José Fonseca wrote: On Fri, 2010-02-12 at 06:43 -0800, Roland Scheidegger wrote: On 12.02.2010 14:44, michal wrote

Re: [Mesa3d-dev] move normalized texel coordinates bit to sampler view

2010-02-25 Thread michal
Roland Scheidegger wrote on 2010-02-24 15:18: On 24.02.2010 12:48, Christoph Bumiller wrote: This wasn't a problem before because textures and samplers were linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch, this coordinate normalization bit becomes a problem. NV50

Re: [Mesa3d-dev] move normalized texel coordinates bit to sampler view

2010-02-25 Thread michal
Christoph Bumiller wrote on 2010-02-25 19:39: On 25.02.2010 19:00, Brian Paul wrote: Roland Scheidegger wrote: On 25.02.2010 18:39, michal wrote: Roland Scheidegger wrote on 2010-02-24 15:18: On 24.02.2010 12:48, Christoph Bumiller wrote

[Mesa3d-dev] [RFC] gallium-no-rhw-position branch merge

2010-03-01 Thread michal
Hi, This branch removes bypass_vs_clip_and_viewport flag from pipe rasterizer state. The benefits of having this bit around were dubious for everybody and burdensome for driver writers. All the utility code that relied on this flag have been rewritten to pass vertex positions in clip space

Re: [Mesa3d-dev] PK/UP* and NV_[vertex|fragment]_program* support in Gallium?

2010-03-02 Thread michal
Luca Barbieri wrote on 2010-03-01 18:25: I see that PK2US and friends are being removed. These would be necessary to implement NV_fragment_program_option, NV_fragment_program2 and NV_gpu_program4. Currently the no drivers (including Nouveau) support them, but since we already have some

Re: [Mesa3d-dev] [RFC] gallium-sampler-view branch merge

2010-03-11 Thread michal
Keith Whitwell wrote on 2010-03-11 14:21: On Thu, 2010-03-11 at 03:16 -0800, michal wrote: Hi, I would like to merge the branch in subject this week. This feature branch allows state trackers to bind sampler views instead of textures to shader stages. A sampler view object holds

Re: [Mesa3d-dev] [RFC] gallium-sampler-view branch merge

2010-03-11 Thread michal
Keith Whitwell wrote on 2010-03-11 16:16: On Thu, 2010-03-11 at 06:05 -0800, michal wrote: Keith Whitwell wrote on 2010-03-11 14:21: On Thu, 2010-03-11 at 03:16 -0800, michal wrote: Hi, I would like to merge the branch in subject this week. This feature branch allows

Re: [Mesa3d-dev] Gallium questions ...

2010-03-11 Thread michal
Jerome Glisse wrote on 2010-03-11 18:13: Hi all, I have been a little bit out of the loop on the mesa side, thus now i am having a bunch of questions relating to gallium, apologies if i am asking for obvious thing. First in tgsi compiler there is a Dimension field (struct tgsi_dimension)

Re: [Mesa3d-dev] [RFC] gallium-sampler-view branch merge

2010-03-12 Thread michal
michal wrote on 2010-03-11 17:59: Keith Whitwell wrote on 2010-03-11 16:16: On Thu, 2010-03-11 at 06:05 -0800, michal wrote: Keith Whitwell wrote on 2010-03-11 14:21: On Thu, 2010-03-11 at 03:16 -0800, michal wrote: Hi, I would like to merge

Re: [Mesa3d-dev] Mesa (gallium-sampler-view): st/mesa: Associate a sampler view with an st texture object.

2010-03-12 Thread michal
Keith Whitwell wrote on 2010-03-12 14:46: Michal, Is the intention to have 1 sampler view active in the Mesa state tracker, specifically in the cases where min_lod varies? In other words, you seem to have two ways of specifying the same state: pipe_sampler_view::first_level

Re: [Mesa3d-dev] [RFC] gallium-sampler-view branch merge

2010-03-15 Thread michal
michal wrote on 2010-03-12 15:00: michal wrote on 2010-03-11 17:59: Keith Whitwell wrote on 2010-03-11 16:16: On Thu, 2010-03-11 at 06:05 -0800, michal wrote: Keith Whitwell wrote on 2010-03-11 14:21: On Thu, 2010-03-11 at 03:16 -0800

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