Am 11.12.18 um 10:37 schrieb Mathias Fröhlich:
>
> Hey,
>
> On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote:
>> On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
>>> Hi Erik,
>>>
>>> Not sure if this is our problem as I think that I only saw simple
>>> bindings with a
On Tue, 2018-12-11 at 11:42 +0100, Mathias Fröhlich wrote:
> Erik,
>
> > Yeah, in both D3D11 and D3D12, InstanceDataStepRate is per element,
> > not
> > per input slot. So I guess this is the most flexible way of
> > describing
> > this, and we'll have to duplicate the bindings in cases like
Erik,
> Yeah, in both D3D11 and D3D12, InstanceDataStepRate is per element, not
> per input slot. So I guess this is the most flexible way of describing
> this, and we'll have to duplicate the bindings in cases like these.
More an answer to your below question.
But I think you are giving the
On Tue, 2018-12-11 at 10:37 +0100, Mathias Fröhlich wrote:
> Hey,
>
> On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote:
> > On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
> > > Hi Erik,
> > >
> > > Not sure if this is our problem as I think that I only saw simple
> > >
Hey,
On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote:
> On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
> > Hi Erik,
> >
> > Not sure if this is our problem as I think that I only saw simple
> > bindings with a zero instance divisor while debugging supertux kart.
> >
On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
> Hi Erik,
>
> Not sure if this is our problem as I think that I only saw simple
> bindings with a zero instance divisor while debugging supertux kart.
>
> But at least I think that this is a problem in virglrenderer. The
>
Hi Erik,
Not sure if this is our problem as I think that I only saw simple
bindings with a zero instance divisor while debugging supertux kart.
But at least I think that this is a problem in virglrenderer. The
glVertexBindingDivisor is per binding and not per vertex attribute
in OpenGL.
... you
Good Morning,
Again sorry, but since I only work here in the spare time, I did not find
enough to respond earlier.
On Tuesday, 4 December 2018 10:35:58 CET Erik Faye-Lund wrote:
> > Sounds to me like that, or even worse something with the
> > supertuxkart.
> > I have not yet understood what they
Good Morning,
On Tuesday, 4 December 2018 13:33:29 CET Gert Wollny wrote:
> Am Dienstag, den 04.12.2018, 10:35 +0100 schrieb Erik Faye-Lund:
> >
> > But looking through both virgl and virglrenderer, I can't spot
> > anything obviously wrong with the way inputs are being set up...
> >
> > > May
Am Dienstag, den 04.12.2018, 10:35 +0100 schrieb Erik Faye-Lund:
>
> But looking through both virgl and virglrenderer, I can't spot
> anything obviously wrong with the way inputs are being set up...
>
> > May be you can observe the same type of VAO in Serious Sam 3?
>
> I don't have Serious Sam
On Tue, 2018-12-04 at 07:54 +0100, Mathias Fröhlich wrote:
> Hey,
>
> On Monday, 3 December 2018 12:15:17 CET Erik Faye-Lund wrote:
> > Yeah. An important thing to note is that virgl is pretty widely
> > tested
> > by now, and we don't see this pop up in other places... And that
> > sounds
> > a
Hey,
On Monday, 3 December 2018 12:15:17 CET Erik Faye-Lund wrote:
> Yeah. An important thing to note is that virgl is pretty widely tested
> by now, and we don't see this pop up in other places... And that sounds
> a bit strange to me.
Good to know, I don't actually know how wide virgl is
On Fri, 2018-11-30 at 07:06 +0100, Mathias Fröhlich wrote:
> Good Morning,
>
> On Tuesday, 27 November 2018 10:17:07 CET Erik Faye-Lund wrote:
> > On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote:
> > > Hi Erik,
> > >
> > > > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund
> >
Good Morning,
On Tuesday, 27 November 2018 10:17:07 CET Erik Faye-Lund wrote:
> On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote:
> > Hi Erik,
> >
> > > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > > > > I know this is *very* late notice, but this commit broke
On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote:
> Hi Erik,
>
> > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > > > I know this is *very* late notice, but this commit broke Super
> > > > Tux
> > > > Kart
> > > > on VirGL. Both the player-models as as well as the
Hi Erik,
> > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > > I know this is *very* late notice, but this commit broke Super Tux
> > > Kart
> > > on VirGL. Both the player-models as as well as the level data
> > > renders
> > > with gibberish vertex positions since this
Yes, it's the right thread and the right commit for radeonsi. All geometry
is broken. I might revert it.
Marek
On Mon, Nov 26, 2018, 3:56 PM Erik Faye-Lund Uhm, what? Are you sure you're responding to the right email and
> linking the right commit? Because, well, this problem has been present
>
(sorry, forgot to answer one of the questions)
On Mon, 2018-11-26 at 21:33 +0100, Mathias Fröhlich wrote:
> Hi,
>
> On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > I know this is *very* late notice, but this commit broke Super Tux
> > Kart
> > on VirGL. Both the player-models
On Mon, 2018-11-26 at 21:33 +0100, Mathias Fröhlich wrote:
> Hi,
>
> On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > I know this is *very* late notice, but this commit broke Super Tux
> > Kart
> > on VirGL. Both the player-models as as well as the level data
> > renders
> >
Uhm, what? Are you sure you're responding to the right email and
linking the right commit? Because, well, this problem has been present
here since Mesa 18.1, and that commit went in *today*... Also, it seems
very unlikely for a GetTexImage-related commit to change the renndered
*geometry*...
On
I have this issue on radeonsi as well, but the bad commit is:
commit f1998e15ffccf260552bf559abe1a733a8ce990e
Author: Erik Faye-Lund
Date: Wed Nov 21 20:09:46 2018 +0100
mesa/main: remove ARB suffix from glGetnTexImage
This function has been core since OpenGL 4.3, so naming the
Hi,
On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> I know this is *very* late notice, but this commit broke Super Tux Kart
> on VirGL. Both the player-models as as well as the level data renders
> with gibberish vertex positions since this commit.
>
> The fix that Rob Clark did
On Mon, 2018-05-07 at 08:14 +0200, mathias.froehl...@gmx.net wrote:
> From: Mathias Fröhlich
>
> Finally make use of the binding information in the VAO when
> setting up arrays for draw.
>
> v2: Emit less relocations also for interleaved userspace arrays.
>
> Signed-off-by: Mathias Fröhlich
On Tuesday, 15 May 2018 20:36:19 CEST Rob Clark wrote:
> On Tue, May 15, 2018 at 2:33 PM, Mathias Fröhlich
> wrote:
> > Hi,
> >
> > On Tuesday, 15 May 2018 20:12:47 CEST Rob Clark wrote:
> >> oh, ok, "st/mesa: Make the input_to_index array available." isn't
> >>
On Tue, May 15, 2018 at 2:33 PM, Mathias Fröhlich
wrote:
> Hi,
>
> On Tuesday, 15 May 2018 20:12:47 CEST Rob Clark wrote:
>> oh, ok, "st/mesa: Make the input_to_index array available." isn't
>> handling the nir case ;-)
>
> Uh, ok.
>
> So, you may want to look at
Hi,
On Tuesday, 15 May 2018 20:12:47 CEST Rob Clark wrote:
> oh, ok, "st/mesa: Make the input_to_index array available." isn't
> handling the nir case ;-)
Uh, ok.
So, you may want to look at something similar to
commit 9987a072cbc00306eb4d34409f6325ae29728a2f
Author: Mathias Fröhlich
On Tue, May 15, 2018 at 2:07 PM, Rob Clark wrote:
> On Tue, May 15, 2018 at 1:41 PM, Rob Clark wrote:
>> On Mon, May 7, 2018 at 2:14 AM, wrote:
>>> From: Mathias Fröhlich
>>>
>>> Finally make use of
On Tue, May 15, 2018 at 1:41 PM, Rob Clark wrote:
> On Mon, May 7, 2018 at 2:14 AM, wrote:
>> From: Mathias Fröhlich
>>
>> Finally make use of the binding information in the VAO when
>> setting up arrays for draw.
>>
>>
On Mon, May 7, 2018 at 2:14 AM, wrote:
> From: Mathias Fröhlich
>
> Finally make use of the binding information in the VAO when
> setting up arrays for draw.
>
> v2: Emit less relocations also for interleaved userspace arrays.
>
>
Two minor nits below.
-Brian
On 05/07/2018 12:14 AM, mathias.froehl...@gmx.net wrote:
From: Mathias Fröhlich
Finally make use of the binding information in the VAO when
setting up arrays for draw.
v2: Emit less relocations also for interleaved userspace arrays.
From: Mathias Fröhlich
Finally make use of the binding information in the VAO when
setting up arrays for draw.
v2: Emit less relocations also for interleaved userspace arrays.
Signed-off-by: Mathias Fröhlich
---
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