So I was debugging texelFetch today with multisample inside softpipe,
when I found in non-fbo mode it was getting alpha values wrong,
becuase
PIGLIT_GL_VISUAL_RGB= 0,
PIGLIT_GL_VISUAL_RGBA = 0,
I expect someone thought that would get them an alpha visual, wh
- Original Message -
> So I was debugging texelFetch today with multisample inside softpipe,
> when I found in non-fbo mode it was getting alpha values wrong,
> becuase
>
> PIGLIT_GL_VISUAL_RGB= 0,
> PIGLIT_GL_VISUAL_RGBA = 0,
>
>
> I expect someone
- Original Message -
> Some of the ES tests check for this error code. If the installed
> glxproto.h file isn't new enough this symbol may be missing and
> compilation will fail.
> ---
> tests/util/piglit-glx-util.c |4
> tests/util/piglit-glx-util.h |4
> 2 files change
---
tests/all.tests|1 +
.../spec/ext_transform_feedback/CMakeLists.gl.txt |1 +
tests/spec/ext_transform_feedback/primgen.c| 114
3 files changed, 116 insertions(+)
create mode 100644 tests/spec/ext_transform_feedback/pri
Marek Olšák writes:
Could you give it a more informative name than "primgen"? Like
"primgen-rasterizer-discard" or something? Other than that, 2 minor
suggestions you can take or leave.
> +enum piglit_result piglit_display(void)
> +{
> + glClear(GL_COLOR_BUFFER_BIT);
> + glBeginQuery(
From: Ian Romanick
There are several variations of
void foo(inout int i, inout float f);
...
foo(i, f[i]);
that Mesa's GLSL compiler gets wrong. NVIDIA's closed-source driver
(version 304.64) fails vs-inout-index-inout-mat2-col.shader_test and
vs-inout-index-inout-mat2-row.shader_test, but pas
From: Roland Scheidegger
This is pretty rough and doesn't really test all that much (just
textureOffsetLod, but there's other texturing functions with offsets),
doesn't test different wrap modes, NPOT sizes etc., but there's no
other test using "ordinary" texture opcodes and texel offsets, so
it'
Please disregard this sent the wrong stuff...
Am 22.03.2013 23:21, schrieb srol...@vmware.com:
> From: Roland Scheidegger
>
> This is pretty rough and doesn't really test all that much (just
> textureOffsetLod, but there's other texturing functions with offsets),
> doesn't test different wrap mo
From: Roland Scheidegger
Similar to glsl-fs-main-return (and glsl-vs-main-return), this is testing
using return in main. Contrary to the these other tests, this hits both
the cases where the return path is and is NOT taken (the gallivm code
got it wrong and always did an early exit which got unno
On 03/22/2013 03:28 PM, srol...@vmware.com wrote:
From: Roland Scheidegger
Similar to glsl-fs-main-return (and glsl-vs-main-return), this is testing
using return in main. Contrary to the these other tests, this hits both
the cases where the return path is and is NOT taken (the gallivm code
got
From: Roland Scheidegger
Similar to glsl-fs-main-return (and glsl-vs-main-return), this is testing
using return in main. Contrary to the these other tests, this hits both
the cases where the return path is and is NOT taken (the gallivm code
got it wrong and always did an early exit which got unno
Am 23.03.2013 01:41, schrieb Ian Romanick:
> On 03/22/2013 03:28 PM, srol...@vmware.com wrote:
>> From: Roland Scheidegger
>>
>> Similar to glsl-fs-main-return (and glsl-vs-main-return), this is testing
>> using return in main. Contrary to the these other tests, this hits both
>> the cases where t
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