So it is, oops!
Brain got onto `untangle this from Paul's VUE map changes` and did its
own thing...
On Sat, Apr 27, 2013 at 4:13 PM, Paul Berry stereotype...@gmail.com wrote:
On 26 April 2013 18:20, Chris Forbes chr...@ijw.co.nz wrote:
This is roughly a backport of Paul's commit 0967c362.
Hi Jordan
Ouch. It does indeed break the steam client, horribly.
Need to go digging a little more.
-- Chris
On Sat, Apr 27, 2013 at 5:15 PM, Jordan Justen jljus...@gmail.com wrote:
Chris,
Similar to my attempt to backport 0967c362, I'm seeing issues with the
steam client on gm45 with this.
On 04/26/2013 04:52 PM, Chris Forbes wrote:
Interpolation modes other than perspective-barycentric-pixel-center (and
their associated coefficients in the WM payload) only exist in Gen6 and
later.
Unfortunately, if a varying was declared as `centroid`, we would blindly
read the nonexistant
Reviewed-by: Jordan Justen jordan.l.jus...@intel.com
Tested-by: Jordan Justen jordan.l.jus...@intel.com
On Fri, Apr 26, 2013 at 4:52 PM, Chris Forbes chr...@ijw.co.nz wrote:
Interpolation modes other than perspective-barycentric-pixel-center (and
their associated coefficients in the WM payload)
This is roughly a backport of Eric's commit 0967c362.
We avoided assigning a slot in the VUE map for gl_ClipVertex, but left
the bit set in outputs_written, producing horrible confusion further
down the pipe.
Mostly fixes rendering in source games, and probably in Freespace 2 SCP.
Reviewed-by: Jordan Justen jordan.l.jus...@intel.com
Tested-by: Jordan Justen jordan.l.jus...@intel.com
I tested steam and a few games, and it seems good. On one generally
problematic (non-Valve) TF2 map, I did see some vertex location
issues. I don't suspect these are introduced by this patch.
Jose,
On Thursday, April 25, 2013 03:52:44 Jose Fonseca wrote:
There is no paradox. To be clear:
Ok, thanks!
Mathias
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This results in more clean shader code and may improve the quality of
optimized code produced by r600-sb due to eliminated false dependencies
in some cases.
Signed-off-by: Vadim Girlin vadimgir...@gmail.com
---
There are no piglit regressions with this patch on evergreen.
I consider this as a
Hi,
On Thursday, April 25, 2013 10:29:27 Jose Fonseca wrote:
- There are a bunch of options that need to be set via globals, (see
lp_set_target_options), so app/drivers could tamper with each other
options.
- llvm::cl::ParseCommandLineOptions will complain if called multiple times
-- I
With the fixed version of the first patch, plus the second;
- No piglit regressions on Ironlake.
- Fixes 4 piglits: EXT_framebuffer_multisample/interpolation 0 centroid-*
On Sat, Apr 27, 2013 at 7:36 PM, Jordan Justen jljus...@gmail.com wrote:
Reviewed-by: Jordan Justen
Hi Chris,
On Fri, Apr 26, 2013 at 5:42 PM, Chris Wilson ch...@chris-wilson.co.uk wrote:
On Fri, Apr 26, 2013 at 04:26:05PM +0800, Chia-I Wu wrote:
I just pushed the driver to master, under the name ilo. The driver is
still new and has many bugs or known issues, but I will continue
improving
Reviewed-by: Marek Olšák mar...@gmail.com
This looks incomplete though. There are a lot more texture opcodes and
texture targets which could be handled there as well.
Marek
On Sat, Apr 27, 2013 at 10:29 AM, Vadim Girlin vadimgir...@gmail.com wrote:
This results in more clean shader code and
On 04/27/2013 02:53 PM, Marek Olšák wrote:
Reviewed-by: Marek Olšák mar...@gmail.com
This looks incomplete though. There are a lot more texture opcodes and
texture targets which could be handled there as well.
Yes, this patch handles most trivial cases, though I think they are most
On 04/27/2013 12:36 AM, Jordan Justen wrote:
Reviewed-by: Jordan Justen jordan.l.jus...@intel.com
Tested-by: Jordan Justen jordan.l.jus...@intel.com
I tested steam and a few games, and it seems good. On one generally
problematic (non-Valve) TF2 map, I did see some vertex location
issues. I
On 04/08/2013 03:24 PM, Ian Romanick wrote:
From: Ian Romanick ian.d.roman...@intel.com
The new opcode is used to get a single field from a vector. The field
index may not be constant. This will eventually replace
ir_dereference_array of vectors. This is similar to the extractelement
Seems fine to me. Though you might also want to update
src/gallium/auxiliary/rtasm/rtasm_execmem.c while you're at it.
Jose
- Original Message -
* Haiku recently got DEP support which can result in the
OS locking down execution in non-exec flagged memory.
---
Looks good to me.
Jose
- Original Message -
Signed-off-by: Adam Jackson a...@redhat.com
---
src/gallium/auxiliary/gallivm/lp_bld_arit.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_arit.c
- Original Message -
Fixes a crash when one of the so targets is null.
Signed-off-by: Zack Rusin za...@vmware.com
---
src/gallium/drivers/llvmpipe/lp_draw_arrays.c |7 +--
1 file changed, 5 insertions(+), 2 deletions(-)
diff --git
This series adds the AMD_vertex_shader_layer extension,
and enables intel drivers to set the layer in the VUE
if gl_Layer has been written in the vertex shader.
Note: there will be more patch series required before
the i965 driver will be able to enable the
AMD_vertex_shader_layer. In addition,
This extension will require driver support, so it must
be enabled by the driver.
http://www.opengl.org/registry/specs/AMD/vertex_shader_layer.txt
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
src/mesa/main/extensions.c |1 +
src/mesa/main/mtypes.h |3 ++-
2 files
This GLSL extension requires that AMD_vertex_shader_layer be
enabled by the driver.
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
src/glsl/builtin_variables.cpp | 31 +++
src/glsl/glsl_parser_extras.cpp |1 +
src/glsl/glsl_parser_extras.h |2
This is enabled by the AMD_vertex_shader_layer extension.
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp |4
1 file changed, 4 insertions(+)
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
This series adds support for the glFramebufferTexture function,
which is required for GL 3.2 / ARB_geometry_shader4.
These patches are available within the amd_vertex_shader_layer
branch of git://people.freedesktop.org/~jljusten/mesa.
Jordan Justen (4):
mesa: add renderbuffer Depth field
With glFramebufferTexture, a renderbuffer may support
all layers of the texture, so we need the depth of the
renderbuffer to check for consistency which is required
for framebuffer completeness.
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
src/mesa/main/mtypes.h |1 +
If glFramebufferTexture is used, then the framebuffer attachment is
layered.
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
src/mesa/main/fbobject.c | 16 +---
src/mesa/main/fbobject.h |3 ++-
src/mesa/main/mtypes.h |1 +
3 files changed, 12 insertions(+), 8
When checking framebuffer completeness, we test each attachment.
We verify that all attachments are consistent in terms of layers.
1. They must all be layered, or all non-layered
2. If they are layered, they must match in depth
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
Signed-off-by: Jordan Justen jordan.l.jus...@intel.com
---
src/mapi/glapi/gen/GL3x.xml |2 +-
src/mesa/main/fbobject.c| 17 +
src/mesa/main/fbobject.h|4
3 files changed, 22 insertions(+), 1 deletion(-)
diff --git a/src/mapi/glapi/gen/GL3x.xml
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