Set 'flat' interpolation qualifier for double precision input
variable as defined by the GL_ARB_gpu_shader_fp64 spec:
"This extension does not support interpolation of double-precision
values; doubles used as fragment shader inputs must be qualified
as "flat"."
Also modified vertex output s
Before, we were drawing the whole window every time, while we only
probed a single pixel. Instead, draw 4x4 rectangles across the
window, and probe the whole rectangle. 4x4 is chosen to at least get
several subspans rendering at the same time, in case drivers have bugs
in that area.
For what the
Thanks,
Reviewed-by: Dave Airlie
On 17 September 2014 06:44, Dylan Baker wrote:
> In commit 78628572 the argument parser for piglit run and piglit-run.py
> were split into two parsers to allow piglit.conf to be loaded before any
> additional parsing was done. This had the unintended side effec
Any objections?
On Tuesday, September 16, 2014 01:44:30 PM Dylan Baker wrote:
> In commit 78628572 the argument parser for piglit run and piglit-run.py
> were split into two parsers to allow piglit.conf to be loaded before any
> additional parsing was done. This had the unintended side effect of
>
Am 18.09.2014 16:16, schrieb Brian Paul:
> Reviewed-by: Brian Paul
>
> Just a minor suggestion below (in 2 places).
>
>
> On 09/18/2014 08:09 AM, srol...@vmware.com wrote:
>> From: Roland Scheidegger
>>
>> The test takes ages (somewhere in the order of an hour) on llvmpipe,
>> because
>> the d
Reviewed-by: Brian Paul
Just a minor suggestion below (in 2 places).
On 09/18/2014 08:09 AM, srol...@vmware.com wrote:
From: Roland Scheidegger
The test takes ages (somewhere in the order of an hour) on llvmpipe, because
the driver announces support for one million indirections (some driver
From: Roland Scheidegger
The test takes ages (somewhere in the order of an hour) on llvmpipe, because
the driver announces support for one million indirections (some drivers
actually say billions even). It never gets compiled even, that hour is fully
spent on string concatenation when constructin
On 09/18/2014 04:24 AM, Neil Roberts wrote:
Ilia Mirkin writes:
Just bikeshedding here, but isn't the common way of doing this to just have
(1ULL << bits) - 1
?
Yes, that's probably more clear. One advantage of doing the shift in the
other direction is if we ever end up supporting textures
On Intel hardware at least, SIMD16 dual source rendering requires handling
pixel data in two sets of 8 pixels each. Incorrect implementations may fail
to map correct colors for each pixel group (for example by using the color
for the first group as the color for the second group or viceversa). Howe
Ilia Mirkin writes:
> Just bikeshedding here, but isn't the common way of doing this to just have
>
> (1ULL << bits) - 1
>
> ?
Yes, that's probably more clear. One advantage of doing the shift in the
other direction is if we ever end up supporting textures with 64-bit
ints then we would need to
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