Displaying 20 results from an estimated 312 matches for "blits".
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bits
2008 May 25
2
app doesn't launch console help
I want to put a bug in bugzilla but i prefer first asking here what is revelant in this console output
concerning race driver GRID demo
Code:
fixme:mixer:ALSA_MixerInit No master control found on Brooktree Bt878, disabling
mixer
fixme:ntdll:NtQueryInformationProcess (0xffffffff,info_class=34,0x218a3b8,0x0000
0004,0x218a3b4) Unknown information class
fixme:ntdll:NtQuerySystemInformation
2011 Jul 22
9
Blip&Blop - old issue gone, new issue up
Trying to run THIS (http://appdb.winehq.org/objectManager.php?sClass=version&iId=5130) game using a current wine build (latest dev) results in the game STARTING, changing the resolution, showing the intro... But as soon as you press ESC it freezes (music keeps playing).
If you don't press ESC, intro runs, high scores are displayed on title screen, and then nada...
Any ideas on getting
2014 May 21
2
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...uld blit from
>>>> the real target texture into the temporary texture, and then when
>>>> rendering is done, blit back from the temp texture back into the
>>>> target. This deals with the target texture getting modified between
>>>> draws with various blits/mapping/whatever.
>>>>
>>>> This means that you'll only get 16 bits of depth even if you ask for
>>>> 24 with a 16-bit color format, but the alternative seems too
>>>> complex/costly.
>>>>
>>>> So there are a few questions...
2014 May 20
2
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...t. Before actually drawing, I would blit from
>> the real target texture into the temporary texture, and then when
>> rendering is done, blit back from the temp texture back into the
>> target. This deals with the target texture getting modified between
>> draws with various blits/mapping/whatever.
>>
>> This means that you'll only get 16 bits of depth even if you ask for
>> 24 with a 16-bit color format, but the alternative seems too
>> complex/costly.
>>
>> So there are a few questions from this approach:
>>
>> 1. Where d...
2014 May 21
1
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...t;> the real target texture into the temporary texture, and then when
>>>>>> rendering is done, blit back from the temp texture back into the
>>>>>> target. This deals with the target texture getting modified between
>>>>>> draws with various blits/mapping/whatever.
>>>>>>
>>>>>> This means that you'll only get 16 bits of depth even if you ask for
>>>>>> 24 with a 16-bit color format, but the alternative seems too
>>>>>> complex/costly.
>>>>>>
>&g...
2014 May 20
2
RFC: Fixing nv30 fbo attachments
...orary texture
as the depth attachment. Before actually drawing, I would blit from
the real target texture into the temporary texture, and then when
rendering is done, blit back from the temp texture back into the
target. This deals with the target texture getting modified between
draws with various blits/mapping/whatever.
This means that you'll only get 16 bits of depth even if you ask for
24 with a 16-bit color format, but the alternative seems too
complex/costly.
So there are a few questions from this approach:
1. Where do I get the temporary texture from? (And more importantly --
when......
2010 Oct 29
0
Very slow blitting, trying to optimize.
Hello,
I''m coding a 2D map editor for a small game engine and I''m running into
blitting problems. The bigger my map is, the longer it takes to blit a
tile on it. sometimes, when I try to draw a tile to fast, it even fails
completely at blitting and I have to close and reopen the program for it
to work again.
I have attached the main drawing methods to this post.
How it works:
2023 May 26
2
[PATCH v2] drm/nouveau: bring back blit subchannel for pre nv50 GPUs
1ba6113a90a0 removed a lot of the kernel GPU channel, but method 0x128
was important as otherwise the GPU spams us with `CACHE_ERROR` messages.
We use the blit subchannel inside our vblank handling, so we should keep
at least this part.
v2: Only do it for NV11+ GPUs
Closes: https://gitlab.freedesktop.org/drm/nouveau/-/issues/201
Fixes: 4a16dd9d18a0 ("drm/nouveau/kms: switch to drm fbdev
2023 May 15
0
[PATCH] drm/nouveau: bring back blit subchannel for pre nv50 GPUs
1ba6113a90a0 removed a lot of the kernel GPU channel, but method 0x128
was important as otherwise the GPU spams us with `CACHE_ERROR` messages.
We use the blit subchannel inside our vblank handling, so we should keep
at least this part.
Closes: https://gitlab.freedesktop.org/drm/nouveau/-/issues/201
Fixes: 4a16dd9d18a0 ("drm/nouveau/kms: switch to drm fbdev helpers")
Signed-off-by:
2014 May 21
0
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...t;>>>> the real target texture into the temporary texture, and then when
>>>>> rendering is done, blit back from the temp texture back into the
>>>>> target. This deals with the target texture getting modified between
>>>>> draws with various blits/mapping/whatever.
>>>>>
>>>>> This means that you'll only get 16 bits of depth even if you ask for
>>>>> 24 with a 16-bit color format, but the alternative seems too
>>>>> complex/costly.
>>>>>
>>>>> So th...
2009 Oct 22
1
[PATCH] nv04-nv40/exa: Reorder the commands in PrepareCopy to match the blob.
This fixes a somewhat indeterministic corruption problem on nv17 when
there is stuff going on the other fifos (e.g. gallium but I've also
reproduced it with an app just SIFM-ing memory around): in some cases
it made the blits the X server had scheduled use the wrong pitch.
Signed-off-by: Francisco Jerez <currojerez at riseup.net>
---
src/nv04_exa.c | 22 ++++++++++++----------
1 files changed, 12 insertions(+), 10 deletions(-)
diff --git a/src/nv04_exa.c b/src/nv04_exa.c
index 132c9d5..7384cbc 100644
--- a/sr...
2012 Mar 14
7
Issues running Dungeon Keeper 2
Hey all,
I've downloaded and installed Wine v.1.3.13 and using that, installed Dungeon Keeper 2 from the iso (including patches and a crack) on my mac (OS X Lion).
However, when I start the game, the graphics are, what I can only describe as, "screwy".
The log for this exe is provided
Code:
Dynamic session lookup supported but failed: launchd did not provide a socket path, verify
2023 May 26
1
[PATCH v2] drm/nouveau: bring back blit subchannel for pre nv50 GPUs
On Fri, May 26, 2023 at 5:11?AM Karol Herbst <kherbst at redhat.com> wrote:
>
> 1ba6113a90a0 removed a lot of the kernel GPU channel, but method 0x128
> was important as otherwise the GPU spams us with `CACHE_ERROR` messages.
>
> We use the blit subchannel inside our vblank handling, so we should keep
> at least this part.
>
> v2: Only do it for NV11+ GPUs
>
>
2014 May 20
0
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...ly drawing, I would blit from
>>> the real target texture into the temporary texture, and then when
>>> rendering is done, blit back from the temp texture back into the
>>> target. This deals with the target texture getting modified between
>>> draws with various blits/mapping/whatever.
>>>
>>> This means that you'll only get 16 bits of depth even if you ask for
>>> 24 with a 16-bit color format, but the alternative seems too
>>> complex/costly.
>>>
>>> So there are a few questions from this approach:
>...
2014 Jun 06
3
[PATCH 1/3] gk110/ir: emit texbar the same way that the blob does
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
Cc: "10.2" <mesa-stable at lists.freedestkop.org>
---
src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gk110.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gk110.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gk110.cpp
index b8d0d3e..d566c99
2011 Jun 03
2
NeedForSpeed shift2 Stretched blit not implemented
fixme:d3d_surface:surface_cpu_blt Filter WINED3DTEXF_LINEAR not supported in
software blit.
fixme:d3d_surface:surface_cpu_blt Stretched blit not implemented for bpp 64!
I've tried different graphics settings without luck. Any ideas on the current *21 wine. Thanks
2014 Apr 18
0
[PATCH] nv50: use 2d blit when src/dst have same number of samples
The 2D engine should be usable in more cases, but this fixes MS blits
between textures with the same MS settings. Otherwise a single sample is
selected to be the target texel value.
This allows other tests to work that render to a RB and then blit that
to a texture for input into a shader that uses sampler2DMS to verify it.
Signed-off-by: Ilia Mirkin <imirkin at...
2014 May 20
0
[Mesa-dev] RFC: Fixing nv30 fbo attachments
...depth attachment. Before actually drawing, I would blit from
> the real target texture into the temporary texture, and then when
> rendering is done, blit back from the temp texture back into the
> target. This deals with the target texture getting modified between
> draws with various blits/mapping/whatever.
>
> This means that you'll only get 16 bits of depth even if you ask for
> 24 with a 16-bit color format, but the alternative seems too
> complex/costly.
>
> So there are a few questions from this approach:
>
> 1. Where do I get the temporary texture fr...
2014 May 18
0
[PATCH] nv50,nvc0: fix 3d blits with mipmap levels
Make sure to normalize the z coordinates as well as the x/y ones when
there are mipmaps present. Fixes 3d mipmap generation, which now uses
the blit path.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
Cc: "10.2" <mesa-stable at lists.freedesktop.org>
---
Did a full piglit run on nva8 and nve7 without regressions. The cubemap array
mipmap generation test still fails,
2014 May 10
1
[PATCH] nv50, nvc0: fix blit 3d path for 1d array textures
Need to adjust coordinates since the shader receives the array index as
depth in z, but the TEX instruction expects it to be the second
coordinate for a 1D array texture. This fixes fbo-generatemipmap-array.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
Cc: "10.2" <mesa-stable at lists.freedesktop.org>
---
src/gallium/drivers/nouveau/nv50/nv50_surface.c | 6 ++++++
1