Re: [Mesa3d-dev] Plans for EGL

2010-01-17 Thread Jon Smirl
On Mon, Jan 11, 2010 at 11:23 PM, Chia-I Wu wrote: > Hi all, > > I just pushed a new EGL driver (egl_g3d) to master.  The new driver is located > at src/gallium/state_trackers/egl_g3d/.  When built, it provides .a archives > that are later linked to by src/gallium/winsys/drm//egl_g3d/ to provide

Re: [Mesa3d-dev] [RFC] Event-based buffer validation for DRI2.

2010-01-17 Thread Francisco Jerez
Luca Barbieri writes: > How about just having GLX open another connection to the X server and > use that to receive ConfigureNotify? > Since we are using direct rendering, we must be on the same machine, > so it's just a unix/TCP loopback connection and should always work. > Xlib stores the displ

[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-01-17 Thread Luca Barbieri
The current GLSL linker puts varyings in slots starting from *_VAR0, leaving the *_TEX slots used only for gl_TexCoord[i]. This results in TGSI programs that start using generic input/outputs with index 10. Unfortunately, some drivers (e.g. pre-nv50 nouveau) support only 8 vertex program outputs,

Re: [Mesa3d-dev] [RFC] Event-based buffer validation for DRI2.

2010-01-17 Thread Luca Barbieri
> How do you make sure events are ordered correctly? Say a window is > resized and the client receives the ConfigureNotify event before us, and > it reacts drawing on the newly exposed areas: we aren't guaranteed to > have received our event yet, so it might end up rendered in the old > buffers. OK

Re: [Mesa3d-dev] New state tracker API discussion

2010-01-17 Thread Olivier Galibert
On Sun, Jan 17, 2010 at 10:24:47AM +0800, Chia-I Wu wrote: > http://cgit.freedesktop.org/~olv/st_api/ I may be missing things, I'm new at that area of the system, but I noticed two things: - TEXTURE_1D missing ? - make_current seems to only expect one input and output texture/surface. Multitex

[Mesa3d-dev] [PATCH 2/2] st: don't assert on empty fragment program

2010-01-17 Thread Luca Barbieri
Sauerbraten triggers this assert. --- src/mesa/state_tracker/st_atom_shader.c |2 -- 1 files changed, 0 insertions(+), 2 deletions(-) diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c index 176f3ea..fce533a 100644 --- a/src/mesa/state_tracker/st_a

[Mesa3d-dev] [PATCH 1/2] nv40: don't crash on empty fragment program

2010-01-17 Thread Luca Barbieri
--- src/gallium/drivers/nv40/nv40_fragprog.c |3 ++- 1 files changed, 2 insertions(+), 1 deletions(-) diff --git a/src/gallium/drivers/nv40/nv40_fragprog.c b/src/gallium/drivers/nv40/nv40_fragprog.c index 1237066..209d211 100644 --- a/src/gallium/drivers/nv40/nv40_fragprog.c +++ b/src/galliu

[Mesa3d-dev] [PATCH] st/mesa: fix memory leak in st_translate_mesa_program

2010-01-17 Thread Marcin Slusarz
--- src/mesa/state_tracker/st_mesa_to_tgsi.c |9 + 1 files changed, 5 insertions(+), 4 deletions(-) diff --git a/src/mesa/state_tracker/st_mesa_to_tgsi.c b/src/mesa/state_tracker/st_mesa_to_tgsi.c index e788008..f07846f 100644 --- a/src/mesa/state_tracker/st_mesa_to_tgsi.c +++ b/src

[Mesa3d-dev] [PATCH] st/dri: fix optionCache memory leaks

2010-01-17 Thread Marcin Slusarz
--- src/gallium/state_trackers/dri/dri_context.c |5 + src/gallium/state_trackers/dri/dri_screen.c | 10 ++ 2 files changed, 15 insertions(+), 0 deletions(-) diff --git a/src/gallium/state_trackers/dri/dri_context.c b/src/gallium/state_trackers/dri/dri_context.c index f2e5f3f

[Mesa3d-dev] [PATCH] glxgears: unbind current context before "destroying" it

2010-01-17 Thread Marcin Slusarz
glXDestroyContext does not destroy the context if it's still connected to some window. Unbind context from window to test it. --- without this patch valgrind prints: in use at exit: 4,009,194 bytes in 1,615 blocks with this patch (and few others): in use at exit: 36,415 bytes in 430 blocks --- pro

[Mesa3d-dev] [Bug 25994] [i915][GLSL] 'return' statement in vertex shader may cause GPU hang

2010-01-17 Thread bugzilla-daemon
http://bugs.freedesktop.org/show_bug.cgi?id=25994 Constantin Baranov changed: What|Removed |Added CC||mesa3d- |

Re: [Mesa3d-dev] [RFC] Event-based buffer validation for DRI2.

2010-01-17 Thread Kristian Høgsberg
On Sat, Jan 16, 2010 at 4:58 PM, Francisco Jerez wrote: > The current buffer validation approach (AKA the DRI2 glViewport hack) > is both incorrect (because a compliant OpenGL application may opt for > the identity as viewport transform and work with window coordinates > directly) and inefficient

Re: [Mesa3d-dev] New state tracker API discussion

2010-01-17 Thread Chia-I Wu
On Mon, Jan 18, 2010 at 5:06 AM, Olivier Galibert wrote: > On Sun, Jan 17, 2010 at 10:24:47AM +0800, Chia-I Wu wrote: >> http://cgit.freedesktop.org/~olv/st_api/ > I may be missing things, I'm new at that area of the system, but I > noticed two things: > - TEXTURE_1D missing ? Added. Thanks. > -

Re: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

2010-01-17 Thread Marek Olšák
Hi Luca, I think this is not necessary and fixing the rasterizer setup in the driver would by better than fixing the state tracker. In r300g, we dynamically allocate rasterizer units based on vertex shader outputs. If the vertex shader uses slots 1, 5, 20, 100, the driver maps them to units 1

Re: [Mesa3d-dev] New state tracker API discussion

2010-01-17 Thread Chia-I Wu
On Sun, Jan 17, 2010 at 10:24 AM, Chia-I Wu wrote: > I myself would like to see the st_visual and st_api->make_current issues > resolved (listed as issue 1 and 3 in DESIGN file). This is proposed change for issue 1 (st_visual separation) http://cgit.freedesktop.org/~olv/st_api/commit/?h=issue1-pr

Re: [Mesa3d-dev] [RFC] Event-based buffer validation for DRI2.

2010-01-17 Thread Francisco Jerez
Kristian Høgsberg writes: > On Sat, Jan 16, 2010 at 4:58 PM, Francisco Jerez > wrote: >> The current buffer validation approach (AKA the DRI2 glViewport hack) >> is both incorrect (because a compliant OpenGL application may opt for >> the identity as viewport transform and work with window coor

[Mesa3d-dev] ARB_half_float_vertex support branch

2010-01-17 Thread Dave Airlie
Hey, Stuck at home today minding sick (on the mend now baby) with only my 965 laptop, and someone mentioned this morning on irc that we don't do ARB_half_float_vertex, and after reading that patent stuff doesn't apply to this by my reckoning it didn't seem that hard to throw together. I found

Re: [Mesa3d-dev] ARB_half_float_vertex support branch

2010-01-17 Thread Dave Airlie
> > Stuck at home today minding sick (on the mend now baby) with only my 965 > laptop, and someone mentioned this morning on irc that we don't do > ARB_half_float_vertex, and after reading that patent stuff doesn't apply > to this by my reckoning it didn't seem that hard to throw together. > >