Re: [Mesa3d-dev] RFC: gallium-format-cleanup branch (was Gallium format swizzles)

2010-03-03 Thread José Fonseca
Consistency between different formats is not always a good metric here, as 
there are all sort of historical reasons which make the used set of formats out 
of all possible quite asymmetric.

PIPE_FORMAT_X8B8G8R8_UNORM is being used by mesa. PIPE_FORMAT_R8G8B8X8_UNORM 
doesn't exist hence it appears to be unnecessary. So it doesn't make sense to 
rename.

But I think you stumbled on something: PIPE_FORMAT_R8G8B8X8_SNORM might not be 
needed. It's not used anywhere, nor can I find mention of such format in 
D3D9/10. I'll remove it if nobody opposes.

Jose

From: Luca Barbieri [luca.barbi...@gmail.com]
Sent: Tuesday, March 02, 2010 22:16
To: Jose Fonseca
Cc: mesa3d-dev@lists.sourceforge.net
Subject: Re: [Mesa3d-dev] RFC: gallium-format-cleanup branch (was Gallium   
format swizzles)

Shouldn't
PIPE_FORMAT_X8B8G8R8_UNORM= 68,

be instead R8G8B8X8_UNORM, which is currently missing, for consistency with:
PIPE_FORMAT_R8G8B8X8_SNORM= 81,

with X8B8G8R8_UNORM perhaps put at the end next to PIPE_FORMAT_A8B8G8R8_UNORM?



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Re: [Mesa3d-dev] Does DX9 SM3 - VMware svga with arbitrary semantics work? How?

2010-03-03 Thread Keith Whitwell
On Tue, 2010-03-02 at 12:43 -0800, Luca Barbieri wrote:
 The difference between an easier and harder life for (some) drivers is
 whether the limit is tied to hardware interpolators or not.
 Once we decide to not tie it, whether the limit is 128 or 256 is of
 course quite inconsequential.
 Allowing arbitrary 32-bit values would however require use of binary
 search or an hash table.
 
 I think you or someone else from the Mesa team should decide how to
 proceed, and most drivers would need to be fixed.
 
 As I understand, the constraints are the following:
 
 Hardware with no capabilities.
 - nv30 does not support any mapping. However, we already need to patch
 fragment programs to insert constants, so we can patch input register
 numbers as well. The current driver only supports 0-7 generic indices,
 but I already implemented support for 0-255 indices with in-driver
 linkage and patching. Note that nv30 lacks control flow in fragment
 programs.
 - nv40 is like nv30, but supports fp control flow, and may have some
 configurable mapping support, with unknown behavior
 
 Hardware with capabilities that must be configured for each fp/vp pair.
 - nv40 might have this but the nVidia OpenGL driver does not use them
 - nv50 has configurable vp-gp and gp-fp mappings with 64 entries.
 The current driver seems to support arbitrary 0-2^32 indices.
 - r300 appears to have a configurable vp-fp mapping. The current
 driver only supports 0-15 generic indices, but redefining
 ATTR_GENERIC_COUNT could be enough to have it support larger numbers.
 
 Hardware with automatic linkage when semantics match:
 - VMWare svga appears to support 14 * 16 semantics, but the current
 driver only supports 0-15 generic indices. This could be fixed by
 mapping GENERIC into all non-special SM3 semantics.
 
 Hardware that can do both configurable mappings and automatic linkage:
 - r600 supports linkage in hardware between matching apparently
 byte-sized semantic ids
 
 Other hardware;
 - i915 has no hardware vertex shading
 - Not sure about i965
 
 Software:
 1. SM3 wants to use 14 * 16 indices overall. This is apparently only
 supported by the VMware closed source state tracker.
 2. SM2 and non-GLSL OpenGL just want to use as many indices as the
 hardware interpolator count
 3. Current GLSL currently wants to use at most about 10 indices more
 than the hardware interpolator count. This can be fixed since we see
 both the fragment and vertex shaders during linkage (the patch I sent
 did that)
 4. GLSL with EXT_separate_shader_objects does not add requirements
 because only gl_TexCoord and other builtin varyings are supported.
 User-defined varyings are not supported
 5. An hypotetical version of EXT_separate_shader_objects extended to
 support user-defining varyings would either want arbitrary 32-bit
 generic indices (by interning strings to generate the indices) or the
 ability to specify a custom mapping between shader indices
 6. An hypotetical no-op implementation of the GLSL linker would have
 the same requirement
 
 Also note that non-GENERIC indices have peculiar properties.
 
 For COLOR and BCOLOR:
 1. SM3 and OpenGL with glColorClamp appropriately set wants it to
 _not_ be clamped to [0, 1]
 2. SM2 and normal OpenGL apparently want it to be clamped to [0, 1]
 (sometimes for fixed point targets only) and may also allow using
 U8_UNORM precision for it instead of FP32
 3. OpenGL allows to enable two-sided lighting, in which case COLOR in
 the fragment shader is automagically set to BCOLOR for back faces
 4. Older hardware (e.g. nv30) tends to support BCOLOR but not FACING.
 Some hardware (e.g. nv40) supports both FACING and BCOLOR in hardware.
 The latest hardware probably supports FACING only.
 
 Any API that requires special semantics for COLOR and BCOLOR (i.e.
 non-SM3) seems to only want 0-1 indices.
 
 Note that SM3 does *not* include BCOLOR, so basically the limits for
 generic indices would need to be conditional on BCOLOR being present
 or not (e.g. if it is present, we must reserve two semantic slots in
 svga for it).
 
 POSITION0 is obviously special.
 PSIZE0 is also special for points.
 
 FOG0 seems right now to just be a GENERIC with a single component.
 Gallium could be extended to support fixed function fog, which most
 DX9 hardware supports (nv30/nv40 and r300). This is mostly orthogonal
 to the semantic issue.
 
 TGSI_SEMANTIC_NORMAL is essentially unused and should probably be removed
 
 The options are the ones you outlined, plus:
 (e) Allow arbitrary 32-bit indices. This requires slightly more
 complicated data structures in some cases, and will require svga and
 r600 to fallback to software linkage if numbers are too high.
 (f) Limit semantic indices to hardware interpolators _and_ introduce
 an interface to let the user specify an
 
 Personally I think the simplest idea for now could be to have all
 drivers support 256 indices or, in the case of r600 and svga, the
 maximum value supported by the hardware, and 

Re: [Mesa3d-dev] Problem using an Mesa based App with recent xorg/mesa/xf86-video-intel (loop?)

2010-03-03 Thread Francisco Jerez
Florian Mickler flor...@mickler.org writes:

 [...]
 p.s.: my software stack is git master of libdrm, mesa
 and xf86-video-intel as well as xserver-master + krh's pull request, so
 that it looks light that:
 90b6ab4c5f057737b5396f987fdea7dd5716b086 glx/dri2: Notify the driver when its 
 buffers become invalid.
 68b1e4e23b008f8fbb74e1cffe200234a3840d91 dri2: Support the 
 DRI2InvalidateBuffers event.
 2b44f8ce85ab1d64335c9181864fb4f376783982 dri2: No need to blit from front on 
 DRI2GetBuffers if they're just being reused.
 543e3a2adcf63bd7728baf29353a65925d112205 Import linked list helpers from the 
 intel DDX.
 31ca49a38c9dbd700c7283e7fd2f8cb6daf1a0cf Add a ConfigNotify hook.
 de86a3a3448f0a55c1cd99aee9ea80070a589877 Allow for missing or disabled 
 compat_output
 fbbadca7e88391e81ab0f470290f5eec36aa9ce7 Share enum definition for 
 det_monrec_parameter sync_source
 4b55b2cf8a52c39b53bae11cd1bc7314481d4c86 DRI2: initialize event-drawable in 
 DRI2SwapEvent
 780c95caf9888fa4548dfe4c1c78a7e7ce99a9ed Merge remote branch 'whot/for-keith'

Is it a side effect of this patch series? Could you try without?


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Re: [Mesa3d-dev] [Intel-gfx] Problem using an Mesa based App with recent xorg/mesa/xf86-video-intel (loop?)

2010-03-03 Thread Florian Mickler
On Tue, 2 Mar 2010 13:59:00 -0800
Jesse Barnes jbar...@virtuousgeek.org wrote:
 commit 529bf185fbcb9f7705b315a5106054ee25c1c77f
 Author: Eric Anholt e...@anholt.net
 Date:   Wed Feb 24 17:54:13 2010 -0800
 
 In frame event handling, track drawable id instead of drawable
 pointer.
 
 in your xf86-video-intel tree?
 

yes. before that, glxgears wouldn't ever start ... the error goes away if i 
restart the xserver... 


Am Dienstag, den 02.03.2010, 22:48 +0100 schrieb Florian Mickler:
 On Tue, 2 Mar 2010 11:50:05 -0800
 Jesse Barnes jbar...@virtuousgeek.org wrote:
 
  So the server is hanging when the client tries to get buffers?  Can you
  see what it's doing at the time?
  
 
 i'll try tomorrow...

btw, no. it is glxgears which is hanging. everything else works as it
should.

and it is hanging on this _XReply (@428) here:

 @line 428 in mesa/src/glx/dri2.c:
416XextCheckExtension(dpy, info, dri2ExtensionName, False);
417 
418LockDisplay(dpy);
419GetReqExtra(DRI2GetBuffers, count * (4 * 2), req);
420req-reqType = info-codes-major_opcode;
421req-dri2ReqType = X_DRI2GetBuffersWithFormat;
422req-drawable = drawable;
423req-count = count;
424p = (CARD32 *)  req[1];
425for (i = 0; i  (count * 2); i++)
426   p[i] = attachments[i];
427 
428if (!_XReply(dpy, (xReply *)  rep, 0, xFalse)) {
429   UnlockDisplay(dpy);
430   SyncHandle();
431   return NULL;
432}
433 
434*width = rep.width;
435*height = rep.height;


it's not looping... i verified with strace that glxgears is blocking on
that poll() here...


I tried to follow the program flow up into that.. but besides me
thinking that this _XReply is surfacing in the xserver's dispatch.c
i'm not really advancing here ;) where does this request get handled?
when does _XReply return?

cheers,
Flo

p.s.: if the screen is idle and get's turned off, glxgears is running
fine...  (started via ssh... i see the framerate reporting...)

p.p.s.: the whole backtrace when glxgears is hanging:

(gdb) bt full
#0  0x7f3aef5ea10f in poll () from /lib/libc.so.6
No symbol table info available.
#1  0x7f3aee19fa32 in _xcb_conn_wait () from /usr/lib/libxcb.so.1
No symbol table info available.
#2  0x7f3aee1a15e1 in xcb_wait_for_reply ()
from /usr/lib/libxcb.so.1
No symbol table info available.
#3  0x7f3aef2460be in _XReply () from /usr/lib/libX11.so.6
No symbol table info available.
#4  0x7f3aefb44f76 in DRI2GetBuffersWithFormat (dpy=0x234c010, 
drawable=value optimized out, width=0x235f3b4, height=0x235f3b8, 
attachments=0x7fffc5ac6450, count=2, outCount=0x7fffc5ac648c) at
dri2.c:428
info = 0x2357960
rep = {type = 112 'p', pad1 = 100 'd', sequenceNumber = 50604, 
  length = 32767, width = 3984539715, height = 32570, count =
0, 
  pad2 = 0, pad3 = 37116448, pad4 = 0}
buffers = value optimized out
repBuffer = {attachment = 41009200, name = 0, pitch =
3985030468, 
  cpp = 32570, flags = 2097152}
i = value optimized out
#5  0x7f3aefb43ca8 in dri2GetBuffersWithFormat (
driDrawable=value optimized out, width=0x235f3b4, 
height=0x, attachments=0x234d6d8, count=5277, 
out_count=0x7fffc5ac648c, loaderPrivate=0x235f2c0) at dri2_glx.c:435
---Type return to continue, or q return to quit---
pdraw = value optimized out
buffers = value optimized out
#6  0x7f3aed6de927 in intel_update_renderbuffers (
context=value optimized out, drawable=0x235f380) at
intel_context.c:252
rb = value optimized out
region = value optimized out
depth_region = value optimized out
intel = 0x2365a20
front_rb = value optimized out
back_rb = 0x3
depth_rb = 0x26b9340
stencil_rb = 0x26b9340
buffers = value optimized out
screen = 0x235cf20
i = 3
count = value optimized out
attachments = {1, 32, 9, 32, 13, 0, 0, 0, 655360, 0}
region_name = value optimized out
__func__ = intel_update_renderbuffers
#7  0x7f3aed6decef in intel_prepare_render (intel=0x2365a20)
at intel_context.c:395
driContext = 0x2361d70
drawable = 0x235f380
---Type return to continue, or q return to quit---
#8  0x7f3aed70d3ca in brw_try_draw_prims (ctx=0x2365a20,
arrays=0x23b54a8, 
prim=0x7fffc5ac65a0, nr_prims=1, ib=0x0, 
index_bounds_valid=value optimized out, min_index=0, max_index=3)
at brw_draw.c:340
retval = value optimized out
warn = value optimized out
first_time = value optimized out
i = value optimized out
intel = 0x7fffc5ac6200
__FUNCTION__ = brw_try_draw_prims
warned = 0 '\000'
#9  brw_draw_prims (ctx=0x2365a20, arrays=0x23b54a8,
prim=0x7fffc5ac65a0, 
nr_prims=1, ib=0x0, index_bounds_valid=value optimized out,
min_index=0, 
max_index=3) at brw_draw.c:441
No locals.
#10 0x7f3aed7c91bf in vbo_exec_DrawArrays (mode=6, 

Re: [Mesa3d-dev] RFC: gallium-format-cleanup branch (was Gallium format swizzles)

2010-03-03 Thread Luca Barbieri
 PIPE_FORMAT_X8B8G8R8_UNORM is being used by mesa. PIPE_FORMAT_R8G8B8X8_UNORM 
 doesn't exist hence it appears to be unnecessary. So it doesn't make sense to 
 rename.

How about D3DFMT_X8B8G8R8? That should map to PIPE_FORMAT_R8G8B8X8_UNORM.

BTW, we are also missing D3DFMT_X4R4G4B4, D3DFMT_X1R5G5B5,
D3DFMT_A4L4, D3DFMT_A1, D3DFMT_L6V5U5, D3DFMT_D15S1, D3DFMT_D24X4S4,
D3DFMT_CxV8U8 and perhaps others I did not notice.

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Re: [Mesa3d-dev] RFC: gallium-format-cleanup branch (was Gallium format swizzles)

2010-03-03 Thread José Fonseca
On Wed, 2010-03-03 at 04:27 -0800, Luca Barbieri wrote:
  PIPE_FORMAT_X8B8G8R8_UNORM is being used by mesa. 
  PIPE_FORMAT_R8G8B8X8_UNORM doesn't exist hence it appears to be 
  unnecessary. So it doesn't make sense to rename.
 
 How about D3DFMT_X8B8G8R8? That should map to PIPE_FORMAT_R8G8B8X8_UNORM.

Yes, you're right.

 BTW, we are also missing D3DFMT_X4R4G4B4, D3DFMT_X1R5G5B5,
 D3DFMT_A4L4, D3DFMT_A1, D3DFMT_L6V5U5, D3DFMT_D15S1, D3DFMT_D24X4S4,
 D3DFMT_CxV8U8 and perhaps others I did not notice.

D3DFMT_L6V5U5 is there (PIPE_FORMAT_R5SG5SB6U_NORM). The others are
indeed missing. Neither of the mentioned formats is required for D3D9
conformance, but we could add them to gallium.

D3DFMT_A1 is special: it has less than 1 byte per pixel. Probably the
best way to support it would be to treat it as a 8x1 macro pixel, 8bits,
similarly to compressed formats.

D3DFMT_CxV8U8 too as special semantics.


Jose


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Re: [Mesa3d-dev] Problem using an Mesa based App with recent xorg/mesa/xf86-video-intel (loop?)

2010-03-03 Thread Michel Dänzer
On Wed, 2010-03-03 at 13:31 +0100, Simon Thum wrote: 
 
 It then runs fine. I'm on radeon r200, but since my update yesterday
 (git master stack using gentoo overlay) I also have OpenGL problems,
 most notably, KWin 4.4's compositing doesn't work any more. Probably,
 this isn't just intel then.

If your mesa Git checkout doesn't have commit
5f40a7aed12500fd6792e2453f49c3b5c54d yet, try updating again.

Anyway, I think it's unlikely your problem is the same.


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Libre software enthusiast |  Debian, X and DRI developer

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Re: [Mesa3d-dev] Does DX9 SM3 - VMware svga with arbitrary semantics work? How?

2010-03-03 Thread Olivier Galibert
On Tue, Mar 02, 2010 at 09:43:51PM +0100, Luca Barbieri wrote:
 - Not sure about i965

On i965 interpolators are not a dedicated piece of hardware, they're
programs like the other shaders.  So the problem is entirely
different, and more at the level of space allocation in the
thread-to-thread communication packets in the pipeline vs. register
allocation in the shaders (there's a semi-direct mapping).

  OG.


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Re: [Mesa3d-dev] Does DX9 SM3 - VMware svga with arbitrary semantics work? How?

2010-03-03 Thread Luca Barbieri
BTW, i915 is also limited to 0-7 generic indices, and thus doesn't
work with GLSL at all right now.

This should be relatively easy to fix since it should be enough to
store the generic indices in the texCoords arrays, and then pass
them to draw_find_shader_output.

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Re: [Mesa3d-dev] RFC: gallium-format-cleanup branch (was Gallium format swizzles)

2010-03-03 Thread Roland Scheidegger
On 03.03.2010 14:07, José Fonseca wrote:
 On Wed, 2010-03-03 at 04:27 -0800, Luca Barbieri wrote:
 PIPE_FORMAT_X8B8G8R8_UNORM is being used by mesa.
 PIPE_FORMAT_R8G8B8X8_UNORM doesn't exist hence it appears to be
 unnecessary. So it doesn't make sense to rename.
 How about D3DFMT_X8B8G8R8? That should map to
 PIPE_FORMAT_R8G8B8X8_UNORM.
 
 Yes, you're right.
 
 BTW, we are also missing D3DFMT_X4R4G4B4, D3DFMT_X1R5G5B5, 
 D3DFMT_A4L4, D3DFMT_A1, D3DFMT_L6V5U5, D3DFMT_D15S1,
 D3DFMT_D24X4S4, D3DFMT_CxV8U8 and perhaps others I did not notice.
 
 D3DFMT_L6V5U5 is there (PIPE_FORMAT_R5SG5SB6U_NORM). The others are 
 indeed missing. Neither of the mentioned formats is required for D3D9
  conformance, but we could add them to gallium.
 
 D3DFMT_A1 is special: it has less than 1 byte per pixel. Probably the
  best way to support it would be to treat it as a 8x1 macro pixel,
 8bits, similarly to compressed formats.
 
 D3DFMT_CxV8U8 too as special semantics.

And not only are those formats optional, some would be completely
pointless in gallium (D15S1, D24X4S4). There's simply no modern hardware
which supports 1 bit stencil (I think pretty much the only chip
supporting that was savage3d), nor 4 bit stencil (can't remember
off-hand any chip supporting that, maybe some of the then professional
chips did). The others sound a bit more plausible and hardware may
support them, but I'm not sure they are really missed (A4L4, X4R4G4B4,
X1R5G5B5). As José said, CxV8U8 isn't really a format only, and we'll
need to add 1-bit format for DX10.

Roland

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Re: [Mesa3d-dev] Problem using an Mesa based App with recent xorg/mesa/xf86-video-intel (loop?)

2010-03-03 Thread Florian Mickler
On Wed, 03 Mar 2010 12:31:24 +0100
Francisco Jerez curroje...@riseup.net wrote:

 Florian Mickler flor...@mickler.org writes:
 
  [...]
  p.s.: my software stack is git master of libdrm, mesa
  and xf86-video-intel as well as xserver-master + krh's pull request, so
  that it looks light that:
  90b6ab4c5f057737b5396f987fdea7dd5716b086 glx/dri2: Notify the driver when 
  its buffers become invalid.
  68b1e4e23b008f8fbb74e1cffe200234a3840d91 dri2: Support the 
  DRI2InvalidateBuffers event.
  2b44f8ce85ab1d64335c9181864fb4f376783982 dri2: No need to blit from front 
  on DRI2GetBuffers if they're just being reused.
  543e3a2adcf63bd7728baf29353a65925d112205 Import linked list helpers from 
  the intel DDX.
  31ca49a38c9dbd700c7283e7fd2f8cb6daf1a0cf Add a ConfigNotify hook.
  de86a3a3448f0a55c1cd99aee9ea80070a589877 Allow for missing or disabled 
  compat_output
  fbbadca7e88391e81ab0f470290f5eec36aa9ce7 Share enum definition for 
  det_monrec_parameter sync_source
  4b55b2cf8a52c39b53bae11cd1bc7314481d4c86 DRI2: initialize event-drawable 
  in DRI2SwapEvent
  780c95caf9888fa4548dfe4c1c78a7e7ce99a9ed Merge remote branch 
  'whot/for-keith'
 
 Is it a side effect of this patch series? Could you try without?

Ah yes. Of course. Should have checked that before... Anyway, I just
did, and with current xserver-master it is hanging nontheless... 

,
Flo

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Re: [Mesa3d-dev] Problem using an Mesa based App with recent xorg/mesa/xf86-video-intel (loop?)

2010-03-03 Thread Simon Thum
Florian Mickler wrote:
 On Tue, 2 Mar 2010 11:50:05 -0800
 Jesse Barnes jbar...@virtuousgeek.org wrote:
 
 So the server is hanging when the client tries to get buffers?  Can you
 see what it's doing at the time?

 
 i'll try tomorrow...
 
 meanwhile, i watched a film and did some other things and now glxgears
 doesn't start anymore:
 
 d...@schatten ~ $glxgears 
 Mesa: Mesa 7.8-devel DEBUG build Mar  2 2010 19:57:41
 Mesa warning: couldn't open libtxc_dxtn.so, software DXTn 
 compression/decompression unavailable
 Mesa: Initializing x86-64 optimizations
 Running synchronized to the vertical refresh.  The framerate should be
 approximately 1/8504368 the monitor refresh rate.
 X Error of failed request:  BadDrawable (invalid Pixmap or Window parameter)
   Major opcode of failed request:  133 (DRI2)
   Minor opcode of failed request:  8 (DRI2SwapBuffers   )
   Resource id in failed request:  0x1c2
   Serial number of failed request:  32
   Current serial number in output stream:  32
 
 
 does this 1/[bignumber] look alright? maybe that is the culprit...
 waiting some 10^6 time ... i think the monitor refresh rate is
 something about 60 hz? not over some khz?  which means that 1khz/8504368
 is something about 1/8500 hz  which amounts to about 140 secs? (it is
 late and i may have switched nominater and denominator a bit too
 often... but if i don't have crossed anything, than that could
 cause some hang... don't it?) 
FWIW, my glxgears says:
The framerate should beapproximately 1/1835103081 the monitor refresh rate.

It then runs fine. I'm on radeon r200, but since my update yesterday
(git master stack using gentoo overlay) I also have OpenGL problems,
most notably, KWin 4.4's compositing doesn't work any more. Probably,
this isn't just intel then.

My old X did work fine, dating from when the DRI2 Swapbuffers lifetime
bugfix hit master (711e26466ae04ae93ff4c48d377d83d68a6320e9).

If it helps, I can provide anything that doesn't take me a whole day to
gather.

 
 
 cheers,
 Flo
 
 p.s.: my software stack is git master of libdrm, mesa
 and xf86-video-intel as well as xserver-master + krh's pull request, so
 that it looks light that:
 90b6ab4c5f057737b5396f987fdea7dd5716b086 glx/dri2: Notify the driver when its 
 buffers become invalid.
 68b1e4e23b008f8fbb74e1cffe200234a3840d91 dri2: Support the 
 DRI2InvalidateBuffers event.
 2b44f8ce85ab1d64335c9181864fb4f376783982 dri2: No need to blit from front on 
 DRI2GetBuffers if they're just being reused.
 543e3a2adcf63bd7728baf29353a65925d112205 Import linked list helpers from the 
 intel DDX.
 31ca49a38c9dbd700c7283e7fd2f8cb6daf1a0cf Add a ConfigNotify hook.
 de86a3a3448f0a55c1cd99aee9ea80070a589877 Allow for missing or disabled 
 compat_output
 fbbadca7e88391e81ab0f470290f5eec36aa9ce7 Share enum definition for 
 det_monrec_parameter sync_source
 4b55b2cf8a52c39b53bae11cd1bc7314481d4c86 DRI2: initialize event-drawable in 
 DRI2SwapEvent
 780c95caf9888fa4548dfe4c1c78a7e7ce99a9ed Merge remote branch 'whot/for-keith'
 
 
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Re: [Mesa3d-dev] Does DX9 SM3 - VMware svga with arbitrary semantics work? How?

2010-03-03 Thread Keith Whitwell
On Wed, 2010-03-03 at 11:23 -0800, Luca Barbieri wrote:
  And never will...  It does not export PIPE_CAP_GLSL, and does not have
  the shader opcodes to ever do so.
 
 Any Gallium driver should be able to support the GLSL subset without
 control flow.
 
 And if we had a proper optimization infrastructure capable of inlining
 functions, converting conditionals to multiplications and unrolling
 loops (e.g. look at what the nVidia Cg compiler does), then
 essentially all GLSL could be supported on any driver, with only
 limitations on the maximum number of loop iterations.
 
 Isn't it worth supporting that?
 
 BTW, proprietary drivers do this: for instance nVidia supports GLSL on
 nv30, which can't do control flow in fragment shaders and doesn't
 support SM3.

OK, maybe never is too strong...  But it's certainly a long way off...


Keith


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Re: [Mesa3d-dev] Does DX9 SM3 - VMware svga with arbitrary semantics work? How?

2010-03-03 Thread Keith Whitwell
On Wed, 2010-03-03 at 06:58 -0800, Luca Barbieri wrote:
 BTW, i915 is also limited to 0-7 generic indices, and thus doesn't
 work with GLSL at all right now.
 
 This should be relatively easy to fix since it should be enough to
 store the generic indices in the texCoords arrays, and then pass
 them to draw_find_shader_output.

Luca,

If you want to go ahead and send a patch, I don't have a problem with
it.  Like you say, it should be an easy change.

Keith


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Re: [Mesa3d-dev] Does DX9 SM3 - VMware svga with arbitrary semantics work? How?

2010-03-03 Thread Roland Scheidegger
On 03.03.2010 20:23, Luca Barbieri wrote:
 And never will...  It does not export PIPE_CAP_GLSL, and does not have
 the shader opcodes to ever do so.
 
 Any Gallium driver should be able to support the GLSL subset without
 control flow.
 
 And if we had a proper optimization infrastructure capable of inlining
 functions, converting conditionals to multiplications and unrolling
 loops (e.g. look at what the nVidia Cg compiler does), then
 essentially all GLSL could be supported on any driver, with only
 limitations on the maximum number of loop iterations.
 
 Isn't it worth supporting that?
 
 BTW, proprietary drivers do this: for instance nVidia supports GLSL on
 nv30, which can't do control flow in fragment shaders and doesn't
 support SM3.

I think the i915 is a lot closer to r300 in that regard (which is quite
a bit more limited than nv30), and it's true that ATI also supported
glsl on that. As far as I know though it was quite easy to bump into
shaders which wouldn't compile. There's only so much you can do if you
have 4 blocks of (max) 16 instructions to run without any control flow
if you need to unroll loops, not to mention lacking instructions for
derivatives, or the fact things like sin/cos will take quite a few
instructions...
nv30, while processing fragment shaders slowly, had a LOT higher
instruction count, IIRC supported derivatives and predication and had no
dependent texturing limit. So that makes it a lot better suited for glsl
hacks.
So, I'm not sure it really makes a whole lot of sense to support glsl on
i915. It'll really only ever work for very simple things (granted there
are apps out there which indeed will only use glsl shaders which are
known to compile fine on r300...)

Roland

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

2010-03-03 Thread olv
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.
---
 src/gallium/state_trackers/vega/paint.c |3 ---
 1 files changed, 0 insertions(+), 3 deletions(-)

diff --git a/src/gallium/state_trackers/vega/paint.c 
b/src/gallium/state_trackers/vega/paint.c
index caf0c14..cdb87d3 100644
--- a/src/gallium/state_trackers/vega/paint.c
+++ b/src/gallium/state_trackers/vega/paint.c
@@ -639,9 +639,6 @@ VGint paint_bind_samplers(struct vg_paint *paint, struct 
pipe_sampler_state **sa
}
   break;
default:
-  samplers[0] = paint-pattern.sampler; /* dummy */
-  textures[0] = 0;
-  return 0;
   break;
}
return 0;
-- 
1.7.0


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[Mesa3d-dev] writing line emulation for hw driver?

2010-03-03 Thread randrianasulu
Hello all!

I recently plugged in old TNT2 (nv05) card and started to playing with it. 
This hardware can do quads and triangles, but not lines or points   So, i 
need to emulate them.

utah-glx has some code exactly for this generation of hardware:

http://utah-glx.cvs.sourceforge.net/viewvc/utah-glx/glx-xf3/servGL/hwglx/nv/riva_prim.c?revision=1.11view=markup

I tried to  cook up something like this for current nouveau driver, but nearly 
failed.

Lack of hardware PolygonOffset support lead me into 
src/mesa/tnl_dd/t_dd_tritmp.h , used in many drivers. Currently, it can only 
DE-compose triangles, but can (or better - should) it be abjusted for 
creating additional vertex info (2-4, 1-4) ?

Should one still use this file in modern world? On non-hw-tcl capable hw . 
diff --git a/src/mesa/drivers/dri/nouveau/nv04_render.c b/src/mesa/drivers/dri/nouveau/nv04_render.c
index b5943d9..ce6bf98 100644
--- a/src/mesa/drivers/dri/nouveau/nv04_render.c
+++ b/src/mesa/drivers/dri/nouveau/nv04_render.c
@@ -148,11 +148,128 @@ swtnl_reset_stipple(GLcontext *ctx)
 static void
 swtnl_points(GLcontext *ctx, GLuint first, GLuint last)
 {
+GLfloat pointSize; 
+
+pointSize = ctx-Point.Size * 0.75;
+
+
+#if 0
+	BEGIN_PRIMITIVE(4);
+	OUT_VERTEX(first);
+	OUT_VERTEX(last);
+	OUT_VERTEX(first);
+	OUT_VERTEX(last);
+	END_PRIMITIVE(0x320210);
+#endif
 }
 
 static void
 swtnl_line(GLcontext *ctx, GLuint v1, GLuint v2)
 {
+#if 1
+typedef unsigned int   U032;
+
+typedef struct
+{
+	float ScreenX;
+	float ScreenY;
+	float ScreenZ;
+	float EyeM;
+	U032 Color;
+	U032 Specular;
+	float TextureS;
+	float TextureT;
+} NV_HW_Vertex;
+
+
+	
+	GLfloat LineWidth;
+	GLfloat dx, dy, z, z1;
+	GLfloat x1,x2,y1,y2;
+	NV_HW_Vertex vertex_four[4];
+
+	
+ 	GLfloat pos_tmp1[4]; /*x,y,z,w */
+	GLfloat pos_tmp2[4]; /*x,y,z,w */
+
+	LineWidth = ctx-Line.Width * 0.5F;
+	
+	/*
+ * Get line extents.
+	 */
+	
+	x1 =  ((float *) _tnl_get_vertex( ctx, v1 ))[0];
+	x2 =  ((float *) _tnl_get_vertex( ctx, v2 ))[0];
+	y1 =  ((float *) _tnl_get_vertex( ctx, v1 ))[1];
+	y2 =  ((float *) _tnl_get_vertex( ctx, v2 ))[1];
+
+/*
+* Determine major and minor axis.
+*/
+
+
+	dx = x2 - x1; dy = y2 - y1;
+	if (fabs(dx)  fabs(dy))
+	{
+		dy = LineWidth;
+		dx = 0.0F;
+	}	
+	else
+	{
+		dx = LineWidth;
+		dy = 0.0F;
+	}
+
+	// z = ((float *) _tnl_get_vertex( ctx, v1 ))[2] + ctx-LineOffset;
+
+
+/* Populate NV_HW_vertex */
+	vertex_four[0].ScreenX = x1 - dx; 
+	vertex_four[0].ScreenY = y1 - dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v1 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v1 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v1 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v1 ))[7];
+	
+	vertex_four[1].ScreenX = x1 + dx; 
+	vertex_four[1].ScreenY = y1 + dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v1 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v1 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v1 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v1 ))[7];
+
+	vertex_four[2].ScreenX = x2 + dx; 
+	vertex_four[2].ScreenY = y2 + dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v2 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v2 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v2 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v2 ))[7];
+
+	vertex_four[3].ScreenX = x2 - dx; 
+	vertex_four[3].ScreenY = y2 - dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v2 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v2 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v2 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v2 ))[7];
+
+
+
+	
+#endif
+	BEGIN_PRIMITIVE(4);
+	OUT_VERTEX(v1);
+	OUT_VERTEX(v1);
+	OUT_VERTEX(v2);
+	OUT_VERTEX(v2);
+	END_PRIMITIVE(0x320210);
 }
 
 static void
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[Mesa3d-dev] [Bug 26875] New: src/mesa/main/compiler.h:176:26: error: missing ')' in expression

2010-03-03 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26875

   Summary: src/mesa/main/compiler.h:176:26: error: missing ')' in
expression
   Product: Mesa
   Version: git
  Platform: Other
OS/Version: All
Status: NEW
  Severity: normal
  Priority: medium
 Component: Other
AssignedTo: mesa3d-dev@lists.sourceforge.net
ReportedBy: neotheu...@ymail.com


Hi! Problem compiling mesa git master:

In file included from ../../src/mesa/main/mtypes.h:39,
 from main/api_arrayelt.h:31,
 from main/api_arrayelt.c:30:
../../src/mesa/main/compiler.h:176:26: error: missing ')' in expression
In file included from ../main/mtypes.h:39,
 from gen_matypes.c:36:
../main/compiler.h:176:26: error: missing ')' in expression
make[3]: *** [gen_matypes] Error 1
make[3]: Leaving directory `/home/neo/mesa/src/mesa/x86'
make[2]: *** [asm_subdirs] Error 1
make[2]: *** Waiting for unfinished jobs
make[2]: *** [main/api_arrayelt.o] Error 1
make[2]: Leaving directory `/home/neo/mesa/src/mesa'
make[1]: *** [subdirs] Error 1
make[1]: Leaving directory `/home/neo/mesa/src'
make: *** [default] Error 1

If I did something wrong and this isn't valid, please let me know what I did
wrong. Thank you.


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[Mesa3d-dev] [Bug 26875] src/mesa/main/compiler.h:176:26: error: missing ')' in expression

2010-03-03 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=26875


Thomas Anderson neotheu...@ymail.com changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED




--- Comment #1 from Thomas Anderson neotheu...@ymail.com  2010-03-03 17:54:12 
PST ---
(In reply to comment #0)
 Hi! Problem compiling mesa git master:
 
 In file included from ../../src/mesa/main/mtypes.h:39,
  from main/api_arrayelt.h:31,
  from main/api_arrayelt.c:30:
 ../../src/mesa/main/compiler.h:176:26: error: missing ')' in expression
 In file included from ../main/mtypes.h:39,
  from gen_matypes.c:36:
 ../main/compiler.h:176:26: error: missing ')' in expression
 make[3]: *** [gen_matypes] Error 1
 make[3]: Leaving directory `/home/neo/mesa/src/mesa/x86'
 make[2]: *** [asm_subdirs] Error 1
 make[2]: *** Waiting for unfinished jobs
 make[2]: *** [main/api_arrayelt.o] Error 1
 make[2]: Leaving directory `/home/neo/mesa/src/mesa'
 make[1]: *** [subdirs] Error 1
 make[1]: Leaving directory `/home/neo/mesa/src'
 make: *** [default] Error 1
 
 If I did something wrong and this isn't valid, please let me know what I did
 wrong. Thank you.
 

idr just fixed it. Thanks!


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[Mesa3d-dev] [PATCH] Fix syntax screw ups introduced in 016fc30, 6e8e4b9 and f7dde2c.

2010-03-03 Thread Ingmar Vanhassel
From: Bo Ørsted Andresen z...@exherbo.org

---
 src/glx/indirect.h   |2 +-
 src/glx/indirect_size.c  |2 +-
 src/glx/indirect_size.h  |2 +-
 src/mesa/glapi/gen/gl_XML.py |2 +-
 src/mesa/glapi/glapitemp.h   |2 +-
 src/mesa/main/compiler.h |2 +-
 6 files changed, 6 insertions(+), 6 deletions(-)

diff --git a/src/glx/indirect.h b/src/glx/indirect.h
index 7064bfe..5c56f4f 100644
--- a/src/glx/indirect.h
+++ b/src/glx/indirect.h
@@ -37,7 +37,7 @@
  * \author Ian Romanick i...@us.ibm.com
  */
 
-#  if defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
+#  if (defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
 #define HIDDEN  __attribute__((visibility(hidden)))
 #  else
 #define HIDDEN
diff --git a/src/glx/indirect_size.c b/src/glx/indirect_size.c
index 5a8f27b..af15a2e 100644
--- a/src/glx/indirect_size.c
+++ b/src/glx/indirect_size.c
@@ -41,7 +41,7 @@
 #define FASTCALL
 #  endif
 
-#  if defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
+#  if (defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
 #define INTERNAL  __attribute__((visibility(internal)))
 #  else
 #define INTERNAL
diff --git a/src/glx/indirect_size.h b/src/glx/indirect_size.h
index 43f504a..a6445af 100644
--- a/src/glx/indirect_size.h
+++ b/src/glx/indirect_size.h
@@ -48,7 +48,7 @@
 #define FASTCALL
 #  endif
 
-#  if defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
+#  if (defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
 #define INTERNAL  __attribute__((visibility(internal)))
 #  else
 #define INTERNAL
diff --git a/src/mesa/glapi/gen/gl_XML.py b/src/mesa/glapi/gen/gl_XML.py
index b769ee2..15db87b 100644
--- a/src/mesa/glapi/gen/gl_XML.py
+++ b/src/mesa/glapi/gen/gl_XML.py
@@ -224,7 +224,7 @@ class gl_print_base:

 
self.undef_list.append(S)
-   print #  if defined(__GNUC__) || (defined(__SUNPRO_C)  
(__SUNPRO_C = 0x590)))  defined(__ELF__)
+   print #  if (defined(__GNUC__) || (defined(__SUNPRO_C)  
(__SUNPRO_C = 0x590)))  defined(__ELF__)
 #define %s  __attribute__((visibility(%s)))
 #  else
 #define %s
diff --git a/src/mesa/glapi/glapitemp.h b/src/mesa/glapi/glapitemp.h
index f9b803e..92023c3 100644
--- a/src/mesa/glapi/glapitemp.h
+++ b/src/mesa/glapi/glapitemp.h
@@ -27,7 +27,7 @@
  */
 
 
-#  if defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
+#  if (defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)))  
defined(__ELF__)
 #define HIDDEN  __attribute__((visibility(hidden)))
 #  else
 #define HIDDEN
diff --git a/src/mesa/main/compiler.h b/src/mesa/main/compiler.h
index 05e69e5..81704ae 100644
--- a/src/mesa/main/compiler.h
+++ b/src/mesa/main/compiler.h
@@ -173,7 +173,7 @@ extern C {
  * We also need to define a USED attribute, so the optimizer doesn't 
  * inline a static function that we later use in an alias. - ajax
  */
-#if defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590)
+#if defined(__GNUC__) || (defined(__SUNPRO_C)  (__SUNPRO_C = 0x590))
 #  define PUBLIC __attribute__((visibility(default)))
 #  define USED __attribute__((used))
 #else
-- 
1.7.0.1

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Re: [Mesa3d-dev] [PATCH] Fix syntax screw ups introduced in 016fc30, 6e8e4b9 and f7dde2c.

2010-03-03 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

This should already be fixed.  Sorry for the noise.
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.10 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Download Intel#174; Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
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