Re: [Mesa3d-dev] [PATCH 4/6] dri: Allow selective generation of accum. buffer configs

2010-02-09 Thread Olivier Galibert
On Mon, Feb 08, 2010 at 05:09:58PM -0800, Ian Romanick wrote:
 From: Ian Romanick ian.d.roman...@intel.com
 
 Modify the interface to driCreateConfigs allowing drivers to not
 expose configs with an accumuation buffer.  All of the drivers calling
 function have been updated to pass true for the accumulation
 selector.  This maintains the current behavior.

What's the gain?  You don't (and probably won't) remove code, so
that's just removing functionality for the sake of removing
functionality.  So what's the point, short of the current x11/glx
visual concept is outdated and a capability request would be better?

  OG.


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Re: [Mesa3d-dev] Proposed gallium buffer/texture evolution

2010-02-09 Thread Luca Barbieri
 Instead of combining create/map and
 unmap/destroy it would be better to make map more powerful.

If I understand correctly, you are proposing to add a subrectangle
parameter to map/unmap, so that you can collect multiple rectangle
updates in a single upload happening at transfer destruction time.

This is interesting: I think a better effect can be obtained by
merging the functions as described and also adding a
validate_subrect and flush_subrect ranges that would respectively
read back and upload a transfer subrectangle to/from the GPU object
(and of course, destruction would no longer implicitly flush and
creation no longer implicitly validate unless possibly told to so with
a specific flag).

 At map/unmap time if you know the
 subset of data being read/written you can optimize the amount of data
 being transferred, especially in the write-only case where you can
 keep track of the dirty ranges and possibly combine them to fewer
 uploads. If you combine create+map and unmap+destroy you end up
 limiting yourself for no reason other than minor convenience.

I think adding an explicit validate_subrect and flush_subrect allows
to do this, and is actually better since it also allows efficient
implementation of glFlushMappedBufferRange.

However, I'm not sure whether, in the OpenGL case, this would be an
optimization and not a pessimization.

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Re: [Mesa3d-dev] [PATCH] piglit: Pump requirement for vp-combined-image-units to vertex shader.

2010-02-09 Thread Pauli Nieminen
On Mon, Feb 8, 2010 at 5:45 PM, Brian Paul brian.e.p...@gmail.com wrote:
 On Sun, Feb 7, 2010 at 3:16 PM, Pauli Nieminen suok...@gmail.com wrote:
 Queried variables GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS and
 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS are not part ARB_vertex_program.
 Mesa only returns them if driver implements ARB_vertex_shader
 which is correct according to extension specifications.

 Signed-off-by: Pauli Nieminen suok...@gmail.com
 ---
  tests/shaders/vp-combined-image-units.c |    3 ++-
  1 files changed, 2 insertions(+), 1 deletions(-)

 diff --git a/tests/shaders/vp-combined-image-units.c 
 b/tests/shaders/vp-combined-image-units.c
 index 743fc3d..0dc4a42 100644
 --- a/tests/shaders/vp-combined-image-units.c
 +++ b/tests/shaders/vp-combined-image-units.c
 @@ -74,5 +74,6 @@ piglit_display(void)
  void
  piglit_init(int argc, char **argv)
  {
 -       piglit_require_extension(GL_ARB_vertex_program);
 +       piglit_require_extension(GL_ARB_vertex_shader);
  }
 +
 --

 There's also a comment near the top of the file which should be
 updated.  Thanks.


Cleaned a a bit more the code and attached the patch. Here is change set also:
diff --git a/tests/shaders/vp-combined-image-units.c
b/tests/shaders/vp-combined-image-units.c
index 743fc3d..324e0df 100644
--- a/tests/shaders/vp-combined-image-units.c
+++ b/tests/shaders/vp-combined-image-units.c
@@ -27,7 +27,7 @@

 /** @file vp-combined-image-units.c
  *
- * Tests that ARB_vertex_program returns a not-impossible result for
+ * Tests that ARB_shader_program returns a not-impossible result for
  * GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.  Catches a regression in wine caused
  * by bug #25518.
  */
@@ -53,15 +53,13 @@ piglit_display(void)
pass = GL_FALSE;
}

-   if (GLEW_ARB_fragment_program) {
-   glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, fragment);
-   if (combined  fragment) {
-   fprintf(stderr,
-   Max fragment units (%d)  
-   combined units (%d)\n,
-   fragment, combined);
-   pass = GL_FALSE;
-   }
+   glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, fragment);
+   if (combined  fragment) {
+   fprintf(stderr,
+   Max fragment units (%d)  
+   combined units (%d)\n,
+   fragment, combined);
+   pass = GL_FALSE;
}

pass = pass  glGetError() == 0;
@@ -74,5 +72,6 @@ piglit_display(void)
 void
 piglit_init(int argc, char **argv)
 {
-   piglit_require_extension(GL_ARB_vertex_program);
+   piglit_require_extension(GL_ARB_vertex_shader);
 }

 Can you commit to piglit?


No.

 -Brian

From 5e08bd4e3eb931b108cfee2be0c17c8ee99df71a Mon Sep 17 00:00:00 2001
From: Pauli Nieminen suok...@gmail.com
Date: Sun, 7 Feb 2010 05:57:11 +0200
Subject: [PATCH] piglit: Pump requirements for vp-combined-image-units to vertex shader.

Queried variables GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS and
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS are not part ARB_vertex_program.
Mesa only returns them if driver implements ARB_vertex_shader
which is correct according to extension specifications.

v2: Fix the test description. Also remove the test for gl extension
from test code.
---
 tests/shaders/vp-combined-image-units.c |   21 ++---
 1 files changed, 10 insertions(+), 11 deletions(-)

diff --git a/tests/shaders/vp-combined-image-units.c b/tests/shaders/vp-combined-image-units.c
index 743fc3d..324e0df 100644
--- a/tests/shaders/vp-combined-image-units.c
+++ b/tests/shaders/vp-combined-image-units.c
@@ -27,7 +27,7 @@
 
 /** @file vp-combined-image-units.c
  *
- * Tests that ARB_vertex_program returns a not-impossible result for
+ * Tests that ARB_shader_program returns a not-impossible result for
  * GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.  Catches a regression in wine caused
  * by bug #25518.
  */
@@ -53,15 +53,13 @@ piglit_display(void)
 		pass = GL_FALSE;
 	}
 
-	if (GLEW_ARB_fragment_program) {
-		glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, fragment);
-		if (combined  fragment) {
-			fprintf(stderr,
-Max fragment units (%d)  
-combined units (%d)\n,
-fragment, combined);
-			pass = GL_FALSE;
-		}
+	glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, fragment);
+	if (combined  fragment) {
+		fprintf(stderr,
+			Max fragment units (%d)  
+			combined units (%d)\n,
+			fragment, combined);
+		pass = GL_FALSE;
 	}
 
 	pass = pass  glGetError() == 0;
@@ -74,5 +72,6 @@ piglit_display(void)
 void
 piglit_init(int argc, char **argv)
 {
-	piglit_require_extension(GL_ARB_vertex_program);
+	piglit_require_extension(GL_ARB_vertex_shader);
 }
+
-- 
1.6.3.3

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[Mesa3d-dev] [Bug 26487] New: freeglut segfault because it receives a __GLcontextModes instead of a GLXFBConfig

2010-02-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26487

   Summary: freeglut segfault because it receives a __GLcontextModes
instead of a GLXFBConfig
   Product: Mesa
   Version: git
  Platform: Other
OS/Version: Linux (All)
Status: NEW
  Severity: normal
  Priority: medium
 Component: GLX
AssignedTo: mesa3d-dev@lists.sourceforge.net
ReportedBy: ri...@free.fr


glXChooseFBConfig and friends happyly cast one structure to another, so I
believe they are supposed to be equal. This is not the case here, as gdb shows
it :

type = struct __GLcontextModesRec {
struct __GLcontextModesRec *next;
GLboolean rgbMode;
GLboolean floatMode;
GLboolean colorIndexMode;
GLuint doubleBufferMode;
GLuint stereoMode;
GLboolean haveAccumBuffer;
GLboolean haveDepthBuffer;
GLboolean haveStencilBuffer;
GLint redBits;
GLint greenBits;
GLint blueBits;
GLint alphaBits;
GLuint redMask;
GLuint greenMask;
GLuint blueMask;
GLuint alphaMask;
GLint rgbBits;
...

which comes from GL/internal/glcore.h from MESA, while the other is :

type = struct __GLXFBConfigRec {
int visualType;
int transparentType;
int transparentRed;
int transparentGreen;
int transparentBlue;
int transparentAlpha;
int transparentIndex;
int visualCaveat;
int associatedVisualId;
int screen;
int drawableType;
int renderType;
int maxPbufferWidth;
int maxPbufferHeight;
int maxPbufferPixels;
int optimalPbufferWidth;
int optimalPbufferHeight;
int visualSelectGroup;
unsigned int id;
...

This later definition comes not from MESA but aparently from
/use/include/GL/glxint.h on my host (which is a gentoo and this file is there
installed by a package named glproto BTW).


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Re: [Mesa3d-dev] Proposed gallium buffer/texture evolution

2010-02-09 Thread Keith Whitwell
On Tue, Feb 9, 2010 at 8:34 AM, Luca Barbieri luca.barbi...@gmail.com wrote:
 Instead of combining create/map and
 unmap/destroy it would be better to make map more powerful.

 If I understand correctly, you are proposing to add a subrectangle
 parameter to map/unmap, so that you can collect multiple rectangle
 updates in a single upload happening at transfer destruction time.

 This is interesting: I think a better effect can be obtained by
 merging the functions as described and also adding a
 validate_subrect and flush_subrect ranges that would respectively
 read back and upload a transfer subrectangle to/from the GPU object
 (and of course, destruction would no longer implicitly flush and
 creation no longer implicitly validate unless possibly told to so with
 a specific flag).

 At map/unmap time if you know the
 subset of data being read/written you can optimize the amount of data
 being transferred, especially in the write-only case where you can
 keep track of the dirty ranges and possibly combine them to fewer
 uploads. If you combine create+map and unmap+destroy you end up
 limiting yourself for no reason other than minor convenience.

 I think adding an explicit validate_subrect and flush_subrect allows
 to do this, and is actually better since it also allows efficient
 implementation of glFlushMappedBufferRange.

 However, I'm not sure whether, in the OpenGL case, this would be an
 optimization and not a pessimization.



I'm interested in exploring all of these options.

My goal at this point is to make a first pass over the problem and fix
the most significant architectural issues, specifically making
transfers context-private, unifying the gpu-side aspects of buffers
and textures, etc.

Once that's done, looking at the details of how we're doing transfers,
and indeed what a transfer really is, is completely feasible.

One option would be to say that a transfer is really just an
abstraction of piece of AGP/DMA memory, and that up/downloads from
specific gpu-side entities can be made by copy-to/from-transfer
commands.

Another might be to say that transfers turn into something like DX
staging resources, with internal structure like width, height, mipmaps
etc, which can be mapped by the CPU but never bound to the GPU, and
again copy-to/from-staging-resource commands mediate the up/downloads.

Yet a third would be to drop the transfer map/unmap commands and make
their lifetime explicitly limited to a single up/download.

Once the current round of changes is done, it may be easier to see
what the best path forwards is.

Keith



Keith

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Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-09 Thread Kristian Høgsberg
On Wed, Feb 3, 2010 at 1:41 PM, José Fonseca jfons...@vmware.com wrote:
...
 This reminds me there's a patch series from mesa3d-dev that removed a
 bunch of Mesa's std C wrappers (like _mesa_memcpy()).  Mabye some of
 those could be applied after gallium-embedded but before the
 src/platform work.

 Great. It seems we have a plan then.

What happened to the plan?   Are we going to move the header files out
to src/os or are they staying under src/gallium/auxillary/os?  Is the
idea that code under src/mesa can include the headers from
src/gallium/auxillary/os?

Kristian

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Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-09 Thread José Fonseca
On Tue, 2010-02-09 at 06:37 -0800, Kristian Høgsberg wrote:
 On Wed, Feb 3, 2010 at 1:41 PM, José Fonseca jfons...@vmware.com wrote:
 ...
  This reminds me there's a patch series from mesa3d-dev that removed a
  bunch of Mesa's std C wrappers (like _mesa_memcpy()).  Mabye some of
  those could be applied after gallium-embedded but before the
  src/platform work.
 
  Great. It seems we have a plan then.
 
 What happened to the plan?   Are we going to move the header files out
 to src/os or are they staying under src/gallium/auxillary/os?  Is the
 idea that code under src/mesa can include the headers from
 src/gallium/auxillary/os?
 
 Kristian

Kristian,

Nothing happened to the plan -- I will move the header files out to
src/platform or src/os or whatever name people feel comfortable with.

But I don't have time to do it this week or likely the next.

It just not a matter of moving files -- it's also necessary to break the
dependency of the os stuff from p_config.h and p_compiler.h somehow. I
don't want gallium interfaces to depend on this new shared module nor
vice-versa. It's not very hard but getting it right needs more attention
and time than I can dispense at the moment. 

If you prefer getting a start at this yourself immediately then I'm fine
with you starting a feature branch to rehearse this.

Jose


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Re: [Mesa3d-dev] RFC: gallium-embedded

2010-02-09 Thread Kristian Høgsberg
On Tue, Feb 9, 2010 at 9:49 AM, José Fonseca jfons...@vmware.com wrote:
 On Tue, 2010-02-09 at 06:37 -0800, Kristian Høgsberg wrote:
 On Wed, Feb 3, 2010 at 1:41 PM, José Fonseca jfons...@vmware.com wrote:
 ...
  This reminds me there's a patch series from mesa3d-dev that removed a
  bunch of Mesa's std C wrappers (like _mesa_memcpy()).  Mabye some of
  those could be applied after gallium-embedded but before the
  src/platform work.
 
  Great. It seems we have a plan then.

 What happened to the plan?   Are we going to move the header files out
 to src/os or are they staying under src/gallium/auxillary/os?  Is the
 idea that code under src/mesa can include the headers from
 src/gallium/auxillary/os?

 Kristian

 Kristian,

 Nothing happened to the plan -- I will move the header files out to
 src/platform or src/os or whatever name people feel comfortable with.

 But I don't have time to do it this week or likely the next.

 It just not a matter of moving files -- it's also necessary to break the
 dependency of the os stuff from p_config.h and p_compiler.h somehow. I
 don't want gallium interfaces to depend on this new shared module nor
 vice-versa. It's not very hard but getting it right needs more attention
 and time than I can dispense at the moment.

 If you prefer getting a start at this yourself immediately then I'm fine
 with you starting a feature branch to rehearse this.

Ok, cool, I might do that, but mainly I just wanted to understand if
the plan was to leave the headers under src/gallium or move them out,
which is now clear.

thanks,
Kristian

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[Mesa3d-dev] [Bug 5002] indirect rendering of glDrawArrays() to an NVidia machine is broke.

2010-02-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=5002





--- Comment #6 from martin.v...@itwm.fraunhofer.de  2010-02-09 07:37:41 PST ---
Created an attachment (id=33195)
 -- (http://bugs.freedesktop.org/attachment.cgi?id=33195)
draws an empty window instead a quad 


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[Mesa3d-dev] [Bug 5002] indirect rendering of glDrawArrays() to an NVidia machine is broke.

2010-02-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=5002





--- Comment #7 from martin.v...@itwm.fraunhofer.de  2010-02-09 07:41:39 PST ---
Hello,

seems I hit the same problem.
(3 years and a few month later its still present. :)

I added my demo attachment.

The problematic code is:

  // vertex test
  glEnableClientState(GL_VERTEX_ARRAY);
  glVertexPointer(3,GL_FLOAT,0,vertices);
  glDrawArrays(GL_QUADS,0,4);
  glDisableClientState(GL_VERTEX_ARRAY);

This only draws an empty window.

setting LIBGL_NO_DRAWARRAYS=1 fixes the problem for me.
The latest nvidia driver which worked was:

-173.14

The first one which didnt work for me was:(there may be earlier drivers)

-185.18

This is still true for the current linux beta driver:

-195.30

I have posted this to the mesa-devel mailinglist with the subject:

mesa / nvidia indirect GLX question (OpenSuSE 11.1)

This is the posting:

http://sourceforge.net/mailarchive/forum.php?thread_name=4B700921.504%40itwm.fraunhofer.deforum_name=mesa3d-dev

and the reply:
http://sourceforge.net/mailarchive/forum.php?thread_name=4B705700.2000406%40freedesktop.orgforum_name=mesa3d-dev

regards,

Martin


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[Mesa3d-dev] [Bug 5002] indirect rendering of glDrawArrays() to an NVidia machine is broke.

2010-02-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=5002


martin.v...@itwm.fraunhofer.de changed:

   What|Removed |Added

 CC||martin.v...@itwm.fraunhofer.
   ||de




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Re: [Mesa3d-dev] [PATCH 0/6] piglit relax precision requirements

2010-02-09 Thread Brian Paul
Marek Olšák wrote:
 On Mon, Feb 8, 2010 at 6:48 PM, Eric Anholt e...@anholt.net 
 mailto:e...@anholt.net wrote:
 
 On Sun, 7 Feb 2010 05:38:01 +0100, Marek Olšák mar...@gmail.com
 mailto:mar...@gmail.com wrote:
   The attached patch series relaxes precision requirements for 6
 tests to pass
   on r300g.
  
   Please review/push.
 
 Have you tried getting the glean components pushed to the glean project?
 I'd rather not carry functional differences from glean where we don't
 have to.
 
 I was under the impression that glean has been merged into piglit.

No, only a subset of glean is imported into piglit.


 Is there any reason to keep it separate?

They're really separate projects.  The glean project also has a number 
of tools for analysing and comparing test results which piglit does 
not have, for example.


 Intel has issues on the cubemap tests at 2x2 and lower as well.  I'm
 wondering -- are closed drivers the same in this respect?
 
 Unfortunately yes, they are.

Yeah, I've tested with a few NVIDIA drivers/GPUs in the past and they 
fail this part of the cubemap tests too.

-Brian

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Re: [Mesa3d-dev] [PATCH] piglit: Pump requirement for vp-combined-image-units to vertex shader.

2010-02-09 Thread Brian Paul
Pauli Nieminen wrote:
 On Mon, Feb 8, 2010 at 5:45 PM, Brian Paul brian.e.p...@gmail.com wrote:
 On Sun, Feb 7, 2010 at 3:16 PM, Pauli Nieminen suok...@gmail.com wrote:
 Queried variables GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS and
 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS are not part ARB_vertex_program.
 Mesa only returns them if driver implements ARB_vertex_shader
 which is correct according to extension specifications.

 Signed-off-by: Pauli Nieminen suok...@gmail.com
 ---
  tests/shaders/vp-combined-image-units.c |3 ++-
  1 files changed, 2 insertions(+), 1 deletions(-)

 diff --git a/tests/shaders/vp-combined-image-units.c 
 b/tests/shaders/vp-combined-image-units.c
 index 743fc3d..0dc4a42 100644
 --- a/tests/shaders/vp-combined-image-units.c
 +++ b/tests/shaders/vp-combined-image-units.c
 @@ -74,5 +74,6 @@ piglit_display(void)
  void
  piglit_init(int argc, char **argv)
  {
 -   piglit_require_extension(GL_ARB_vertex_program);
 +   piglit_require_extension(GL_ARB_vertex_shader);
  }
 +
 --
 There's also a comment near the top of the file which should be
 updated.  Thanks.

 
 Cleaned a a bit more the code and attached the patch. Here is change set also:
 diff --git a/tests/shaders/vp-combined-image-units.c
 b/tests/shaders/vp-combined-image-units.c
 index 743fc3d..324e0df 100644
 --- a/tests/shaders/vp-combined-image-units.c
 +++ b/tests/shaders/vp-combined-image-units.c
 @@ -27,7 +27,7 @@
 
  /** @file vp-combined-image-units.c
   *
 - * Tests that ARB_vertex_program returns a not-impossible result for
 + * Tests that ARB_shader_program returns a not-impossible result for
   * GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.  Catches a regression in wine caused
   * by bug #25518.
   */
 @@ -53,15 +53,13 @@ piglit_display(void)
 pass = GL_FALSE;
 }
 
 -   if (GLEW_ARB_fragment_program) {
 -   glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, fragment);
 -   if (combined  fragment) {
 -   fprintf(stderr,
 -   Max fragment units (%d)  
 -   combined units (%d)\n,
 -   fragment, combined);
 -   pass = GL_FALSE;
 -   }
 +   glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, fragment);
 +   if (combined  fragment) {
 +   fprintf(stderr,
 +   Max fragment units (%d)  
 +   combined units (%d)\n,
 +   fragment, combined);
 +   pass = GL_FALSE;
 }
 
 pass = pass  glGetError() == 0;
 @@ -74,5 +72,6 @@ piglit_display(void)
  void
  piglit_init(int argc, char **argv)
  {
 -   piglit_require_extension(GL_ARB_vertex_program);
 +   piglit_require_extension(GL_ARB_vertex_shader);
  }
 
 Can you commit to piglit?

 
 No.

OK, I've committed this patch. Thanks.

-Brian


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[Mesa3d-dev] [Bug 26483] Create Developer Account

2010-02-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26483


Brian Paul brian.e.p...@gmail.com changed:

   What|Removed |Added

 AssignedTo|mesa3d- |sitewrangl...@lists.freedesk
   |d...@lists.sourceforge.net   |top.org
  Component|Mesa core   |New Accounts
Product|Mesa|freedesktop.org
Version|git |unspecified




--- Comment #2 from Brian Paul brian.e.p...@gmail.com  2010-02-09 10:37:23 
PST ---
Approved.  Reassigning to admins.


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Re: [Mesa3d-dev] [PATCH 4/6] dri: Allow selective generation of accum. buffer configs

2010-02-09 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Olivier Galibert wrote:
 On Mon, Feb 08, 2010 at 05:09:58PM -0800, Ian Romanick wrote:
 From: Ian Romanick ian.d.roman...@intel.com

 Modify the interface to driCreateConfigs allowing drivers to not
 expose configs with an accumuation buffer.  All of the drivers calling
 function have been updated to pass true for the accumulation
 selector.  This maintains the current behavior.
 
 What's the gain?  You don't (and probably won't) remove code, so
 that's just removing functionality for the sake of removing
 functionality.  So what's the point, short of the current x11/glx
 visual concept is outdated and a capability request would be better?

Please refer to the previous thread for the rationale:

http://marc.info/?l=mesa3d-devm=126540374515271w=2

No *functionality* is removed.  If you look at patch 5 in the series,
I've only reduced the number of visuals with accumulation buffer that
are exposed.  The accum visuals that are exposed a full featured (i.e.,
double buffered, depth, and stencil), so any applications that may
require an accumulation buffer will not lose any capabilities.
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Re: [Mesa3d-dev] [PATCH 4/6] dri: Allow selective generation of accum. buffer configs

2010-02-09 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Corbin Simpson wrote:
From what I understand from my research, accumulation buffers are
 typically specific to fixed-function chipsets, right? So not all of
 these drivers will prefer to expose the accumbuf visuals, and those
 that do probably don't want to advertise them as CAVEAT_SLOW. Also,
 Gallium's dri state tracker needs to be changed to respect this when
 calling driCreateConfigs.

Previous to OpenGL 3.1 and in OpenGL 3.1 with GL_ARB_compatibility,
implementations are required to expose at least one configuration with
an accumulation buffer.

Marking them as slow has always been a bit dubious.  They are marked
this way because the accumulation operation is done in software, but
everything else runs as normal.  The GLX spec says:

...if it is set to GLX_SLOW_CONFIG then rendering to a drawable
with this configuration may run at reduced performance (for example,
the hardware may not support the color buffer depths described by
the cnfiguration)...

This isn't exactly the case with visual with accumulation buffer.  It's
just some operations that are slow, and that's always possible.

Since these visuals have been marked like this since day-1, I'm not
inclined to change them now.

 Otherwise this looks fine.

Can I consider that a 'Reviewed-by:'? :)
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[Mesa3d-dev] Number of supported texture units for drivers with ARB_vertex_shader suppot.

2010-02-09 Thread Pauli Nieminen
MAX_COMBINED_TEXTURE_IMAGE_UNITS fix[1] is not taking account drivers
wihtout support for ARB_vertex_shader should support. Current
implementation makes all older drivers to allow glActiveTexture call
for up to 32 texture units which is clearly wrong.

I don't know what specs says about number of texture units. But my
guess is that it should match GL_MAX_TEXTURE_UNITS_ARB.


[1] commit b2a30497cc8b107ea74c3d8fbb646e59a4d55a05
Author: Brian Paul bri...@vmware.com
Date:   Wed Feb 3 15:47:44 2010 -0700

mesa: increase number of texture units to MAX_COMBINED_TEXTURE_IMAGE_UNITS

We were misinterpretting GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS previously.

It's the number of texture units for which we need to keep state; not
just the total number of texture units addressable by the vertex shader
plus fragment shader.

Since sw Mesa independently supports 16 texture units in vertex shaders
and 16 texture units in fragment shaders, the max combined units is 32.

Note that the docs for glActiveTexture() indicate the max legal unit is
MAX(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, MAX_TEXTURE_COORDS) - 1.

A new piglit test (texunits.c) tests the various texture unit limits.

I'm pretty sure I've got this all right now, but additional reviews
are welcome...

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Re: [Mesa3d-dev] Number of supported texture units for drivers with ARB_vertex_shader suppot.

2010-02-09 Thread Brian Paul
Pauli Nieminen wrote:
 MAX_COMBINED_TEXTURE_IMAGE_UNITS fix[1] is not taking account drivers
 wihtout support for ARB_vertex_shader should support. Current
 implementation makes all older drivers to allow glActiveTexture call
 for up to 32 texture units which is clearly wrong.

All drivers should set the ctx-Const.MaxCombinedTextureImageUnits 
constant.

For older drivers, it should probably be equal to 
ctx-Const.MaxTextureCoordUnits.

Perhaps you could submit a patch that fixes this?


  I don't know what specs says about number of texture units. But my
  guess is that it should match GL_MAX_TEXTURE_UNITS_ARB.

Not necessarily.  See the spec for details.

-Brian

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Re: [Mesa3d-dev] [PATCH 4/6] dri: Allow selective generation of accum. buffer configs

2010-02-09 Thread Corbin Simpson
On Tue, Feb 9, 2010 at 10:47 AM, Ian Romanick i...@freedesktop.org wrote:
 Corbin Simpson wrote:
 Otherwise this looks fine.

 Can I consider that a 'Reviewed-by:'? :)

Could I get a version that also fixes Gallium, or should I provide that? :3

Reviewed-by: Corbin Simpson mostawesomed...@gmail.com

~ C.

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mostawesomed...@gmail.com

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Re: [Mesa3d-dev] Number of supported texture units for drivers with ARB_vertex_shader suppot.

2010-02-09 Thread Pauli Nieminen
On Tue, Feb 9, 2010 at 10:48 PM, Brian Paul bri...@vmware.com wrote:
 Pauli Nieminen wrote:

 MAX_COMBINED_TEXTURE_IMAGE_UNITS fix[1] is not taking account drivers
 wihtout support for ARB_vertex_shader should support. Current
 implementation makes all older drivers to allow glActiveTexture call
 for up to 32 texture units which is clearly wrong.

 All drivers should set the ctx-Const.MaxCombinedTextureImageUnits constant.

 For older drivers, it should probably be equal to
 ctx-Const.MaxTextureCoordUnits.

 Perhaps you could submit a patch that fixes this?


Looks like a lot of code duplication. Can we do it in single place in
core mesa if driver doesn't set any value for MacCombined. Same for
any other constant that is required by some updated or extension of
OGL.

possible code flow idea:
1. Common code sets optional constants to -1
2. Driver sets constant that it supports in context creation
3. Common code sets all remaining constant that are required
internally by mesa to good defaults.
4. In debug build warn about missing constant that driver should set.
(would help catching bugs like I just found from radeon that one of
constants was not set in driver)

This would remove requirement to change old drivers if core mesa
requires a new (optional) constant for a new feature.

In this case sensible default would 0 for drivers not supporting glsl.


 I don't know what specs says about number of texture units. But my
 guess is that it should match GL_MAX_TEXTURE_UNITS_ARB.

 Not necessarily.  See the spec for details.

yes


 -Brian


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Re: [Mesa3d-dev] Number of supported texture units for drivers with ARB_vertex_shader suppot.

2010-02-09 Thread Brian Paul
Pauli Nieminen wrote:
 On Tue, Feb 9, 2010 at 10:48 PM, Brian Paul bri...@vmware.com wrote:
 Pauli Nieminen wrote:
 MAX_COMBINED_TEXTURE_IMAGE_UNITS fix[1] is not taking account drivers
 wihtout support for ARB_vertex_shader should support. Current
 implementation makes all older drivers to allow glActiveTexture call
 for up to 32 texture units which is clearly wrong.
 All drivers should set the ctx-Const.MaxCombinedTextureImageUnits constant.

 For older drivers, it should probably be equal to
 ctx-Const.MaxTextureCoordUnits.

 Perhaps you could submit a patch that fixes this?

 
 Looks like a lot of code duplication. Can we do it in single place in
 core mesa if driver doesn't set any value for MacCombined. Same for
 any other constant that is required by some updated or extension of
 OGL.
 
 possible code flow idea:
 1. Common code sets optional constants to -1
 2. Driver sets constant that it supports in context creation
 3. Common code sets all remaining constant that are required
 internally by mesa to good defaults.
 4. In debug build warn about missing constant that driver should set.
 (would help catching bugs like I just found from radeon that one of
 constants was not set in driver)
 
 This would remove requirement to change old drivers if core mesa
 requires a new (optional) constant for a new feature.
 
 In this case sensible default would 0 for drivers not supporting glsl.

Yes, that could work.

See _mesa_init_constants() and check_context_limits() in context.c. 
We could set some of those values to 0 in the former function then set 
real defaults in the later if they're still zero.

Care to take a stab at that?

BTW, I'm updating some code in those functions now...

-Brian

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Re: [Mesa3d-dev] Number of supported texture units for drivers with ARB_vertex_shader suppot.

2010-02-09 Thread Pauli Nieminen
On Wed, Feb 10, 2010 at 3:07 AM, Brian Paul bri...@vmware.com wrote:
 Pauli Nieminen wrote:

 On Tue, Feb 9, 2010 at 10:48 PM, Brian Paul bri...@vmware.com wrote:

 Pauli Nieminen wrote:

 MAX_COMBINED_TEXTURE_IMAGE_UNITS fix[1] is not taking account drivers
 wihtout support for ARB_vertex_shader should support. Current
 implementation makes all older drivers to allow glActiveTexture call
 for up to 32 texture units which is clearly wrong.

 All drivers should set the ctx-Const.MaxCombinedTextureImageUnits
 constant.

 For older drivers, it should probably be equal to
 ctx-Const.MaxTextureCoordUnits.

 Perhaps you could submit a patch that fixes this?


 Looks like a lot of code duplication. Can we do it in single place in
 core mesa if driver doesn't set any value for MacCombined. Same for
 any other constant that is required by some updated or extension of
 OGL.

 possible code flow idea:
 1. Common code sets optional constants to -1
 2. Driver sets constant that it supports in context creation
 3. Common code sets all remaining constant that are required
 internally by mesa to good defaults.
 4. In debug build warn about missing constant that driver should set.
 (would help catching bugs like I just found from radeon that one of
 constants was not set in driver)

 This would remove requirement to change old drivers if core mesa
 requires a new (optional) constant for a new feature.

 In this case sensible default would 0 for drivers not supporting glsl.

 Yes, that could work.

 See _mesa_init_constants() and check_context_limits() in context.c. We could
 set some of those values to 0 in the former function then set real defaults
 in the later if they're still zero.

 Care to take a stab at that?


ok. I add that to my todo list.

 BTW, I'm updating some code in those functions now...

 -Brian


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[Mesa3d-dev] [Bug 26503] New: Compilation error git mesa master-branch

2010-02-09 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26503

   Summary: Compilation error git mesa master-branch
   Product: Mesa
   Version: git
  Platform: x86-64 (AMD64)
OS/Version: Linux (All)
Status: NEW
  Severity: normal
  Priority: medium
 Component: Mesa core
AssignedTo: mesa3d-dev@lists.sourceforge.net
ReportedBy: wol...@onsneteindhoven.nl


Compilation error latest git mesa master-branch.
make shows the following error:
-
r600_texstate.c: In function ‘r600SetTexBuffer’:
r600_texstate.c:1119: error: ‘__DRM_TEXTURE_FORMAT_RGBA’ undeclared (first
use in this function)
r600_texstate.c:1119: error: (Each undeclared identifier is reported only once
r600_texstate.c:1119: error: for each function it appears in.)
make[6]: *** [r600_texstate.o] Error 1
make[6]: Leaving directory
`/home/jos/tmp/xorg/git-master/mesa/src/mesa/drivers/dri/r600'
make[5]: *** [lib] Error 2
make[5]: Leaving directory
`/home/jos/tmp/xorg/git-master/mesa/src/mesa/drivers/dri/r600'
make[4]: *** [subdirs] Error 1
make[4]: Leaving directory
`/home/jos/tmp/xorg/git-master/mesa/src/mesa/drivers/dri'
make[3]: *** [default] Error 1
make[3]: Leaving directory
`/home/jos/tmp/xorg/git-master/mesa/src/mesa/drivers'
make[2]: *** [driver_subdirs] Error 2
make[2]: Leaving directory `/home/jos/tmp/xorg/git-master/mesa/src/mesa'
make[1]: *** [subdirs] Error 1
make[1]: Leaving directory `/home/jos/tmp/xorg/git-master/mesa/src'
make: *** [default] Error 1
-


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