Displaying 20 results from an estimated 351 matches for "glsl".
2015 May 24
2
[Mesa-dev] [PATCH 07/11] glsl: Add arb_cull_distance support
On Sun, 2015-05-24 at 19:58 +0200, Tobias Klausmann wrote:
> Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de>
> ---
> src/glsl/ast_to_hir.cpp | 14 +++++
> src/glsl/builtin_variables.cpp | 13 +++-
> src/glsl/glcpp/glcpp-parse.y | 3 +
> src/glsl/glsl_parser_extras.cpp | 1 +
> src/glsl/glsl_parser_extras.h | 3 +
> src/glsl/link_varyings.cpp | 2 +-
>...
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
...gt; On Sun, May 24, 2015 at 1:57 PM, Tobias Klausmann
> <tobias.johannes.klausmann at mni.thm.de> wrote:
>> This patch series adds the needed support for this extension to the various
>> parts of mesa to finally enable it for nvc0.
>>
>> Dave Airlie (1):
>> glsl: lower cull_distance into cull_distance_mesa
>>
>> Tobias Klausmann (10):
>> glapi: add GL_ARB_cull_distance
>> mesa/main: add support for GL_ARB_cull_distance
>> mesa/prog: Add varyings for arb_cull_distance
>> mesa/st: add support for GL_ARB_cull_di...
2011 Apr 12
3
New video card; wine freezing
Hello,
I want to play Eve Online in Wine. It was working (mostly) on my old card, a GTX 280, using the nvidia driver. It was the 3rd card I've had from Nvidia in a row with manufacturing defects, so I bought a Radeon 6870, which is working good except with Wine. I am using fglrx, and have a dual head setup using xrandr.
When I log in, I get to the screen where it is entering the game after I
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
...<tobias.johannes.klausmann at mni.thm.de> wrote:
>>>> This patch series adds the needed support for this extension to the
>>>> various
>>>> parts of mesa to finally enable it for nvc0.
>>>>
>>>> Dave Airlie (1):
>>>> glsl: lower cull_distance into cull_distance_mesa
>>>>
>>>> Tobias Klausmann (10):
>>>> glapi: add GL_ARB_cull_distance
>>>> mesa/main: add support for GL_ARB_cull_distance
>>>> mesa/prog: Add varyings for arb_cull_distance
>>...
2015 May 24
19
[RFC PATCH 00/11] Implement ARB_cull_distance
This patch series adds the needed support for this extension to the various
parts of mesa to finally enable it for nvc0.
Dave Airlie (1):
glsl: lower cull_distance into cull_distance_mesa
Tobias Klausmann (10):
glapi: add GL_ARB_cull_distance
mesa/main: add support for GL_ARB_cull_distance
mesa/prog: Add varyings for arb_cull_distance
mesa/st: add support for GL_ARB_cull_distance
glsl: Add a helper to see if an array was unsize...
2011 Jan 25
2
Black Ops and Use GLSL disable
Hey guys I have everything pretty much working, no sound issues (fixed this by running the vcredist_x86.exe in the Redist folder then the DXSETUP.exe in the DirectX folder) But I'm having framerate issues I've read some people have fixed it by changing Use GLSL to disabled in the wine registry editor but every time I do this it seems to load up fine until I choose a class and then it says "fatal error" and freezes. I have an MBP 2.53Ghz NVidia 9600M GT with 512 VRAM and i've run other CoD games fine. Any help with the GLSL problem would be g...
2013 Aug 20
5
[Bug 68348] New: [piglit] shaders/glsl-array-bounds-02 (+even nrs) produces TRAP , TRAP_MP - TP0: Unhandled ustatus 0x00000001
https://bugs.freedesktop.org/show_bug.cgi?id=68348
Priority: medium
Bug ID: 68348
Assignee: nouveau at lists.freedesktop.org
Summary: [piglit] shaders/glsl-array-bounds-02 (+even nrs)
produces TRAP , TRAP_MP - TP0: Unhandled ustatus
0x00000001
QA Contact: xorg-team at lists.x.org
Severity: normal
Classification: Unclassified
OS: All
Reporter: dirkneukirchen at web....
2009 Aug 07
2
Oblivion regression exposed by video description patch
...uently, unlike in Oblivion)
Here's the regression:
2cb8f42168aa9b00b8dd511a6e5828b45088cbba is first bad commit
commit 2cb8f42168aa9b00b8dd511a6e5828b45088cbba
Author: Stefan D?singer <stefan at codeweavers.com>
Date: Fri May 8 17:24:01 2009 +0200
wined3d: Support clipplanes with GLSL.
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
Patch that exposes this regression: htt...
2010 Jan 18
2
[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots
...ding to the
vertex shader, and when the fragment shader comes up, you say "write
rasterizer output 4 to fragment input 1000000"?
The current nouveau drivers can't do this.
There are "routing" registers in hardware, but I think the nVidia
proprietary driver (at least without GLSL) leaves them unaltered after
initialization and I don't think we really know how they would work.
They are also very likely limited to at most 256 values (maybe even
less, such as 16), even if they can actually be made to work.
The way the current pre-nv50 driver works is that there are 8 slot...
2009 Jun 24
0
Fwd: Shameless call for game testing
...ARB shader backend to support Shader
Model 3.0 on cards that support GL_NV_vertex_program3 and
GL_NV_fragment_program2(Geforce 6+), and 2.0 on other cards that have support
for the needed shader constants(ATI Radeon 9500+, intel chips).
What is this good for:
*) Works better on platforms with bad GLSL support, like Macs and Mesa
*) Deal with some corner cases, like texldd support on dx9 nvidia cards
*) Slightly better performance in some games
However, GLSL is the default right now, and we don't want to change this
anytime soon, but I'd still like to get some testing of the ARB code. So...
2015 Mar 25
1
[Bug 89759] New: WebGL OGL ES GLSL conformance test with mesa drivers fails
https://bugs.freedesktop.org/show_bug.cgi?id=89759
Bug ID: 89759
Summary: WebGL OGL ES GLSL conformance test with mesa drivers
fails
Product: Mesa
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/nouveau
Ass...
2013 Aug 20
5
[Bug 68344] New: [piglit] shaders/glsl-fs-texture2d-dependent-4 randomly passes or fails on NVAA/NV50
https://bugs.freedesktop.org/show_bug.cgi?id=68344
Priority: medium
Bug ID: 68344
Assignee: nouveau at lists.freedesktop.org
Summary: [piglit] shaders/glsl-fs-texture2d-dependent-4
randomly passes or fails on NVAA/NV50
QA Contact: xorg-team at lists.x.org
Severity: normal
Classification: Unclassified
OS: Linux (All)
Reporter: dirkneukirchen at web.de
Hardware: x86 (IA32)...
2010 Sep 28
0
[LLVMdev] OpenGL Shading Language (GLSL) front end using llvm
Hi All,
Sorry to bother all of you.
Currently I am developing OpenGL Shading Language (GLSL) front end as an
hobby.
Like clang it will generate LLVM IR. I have modified the ucc front end (
http://ucc.sourceforge.net/) to support GLSL language.
The parser of ucc is hand written and seems pretty fast. Currently 70-80%
work I have completed.
I will appreciate your feedbacks and I will be ver...
2016 Jul 24
1
[Bug 97067] New: WebGL: conformance/glsl/misc/shaders-with-invariance.html Fail
https://bugs.freedesktop.org/show_bug.cgi?id=97067
Bug ID: 97067
Summary: WebGL:
conformance/glsl/misc/shaders-with-invariance.html
Fail
Product: Mesa
Version: 11.2
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/nouveau
Assignee: no...
2011 Jul 16
2
GLSL errors please help as soon as possible.
I am trying very hard to get Elder scrolls oblivion working on playonlinux. I found out that a key factor in this is the GLSL setting. When it is disabled the game will run great with no errors except for the fact that the players charecter and npcs have horrible graphical glitches.
To give you an example:[Image: https://lh6.googleusercontent.com/-tkH--WomEVE/TiIKJTBStQI/AAAAAAAAAa0/lrkMII_gzQw/s288/Screenshot-9.png ]
If...
2011 Aug 25
2
Re: Black Ops and Use GLSL disable
all, i believe. GLSL is disabled by default on Nvidia GPUs.
2014 Jan 10
0
commit 0a1479c829 breaks glsl-fs-lots-of-tex.shader_test on nv50/nvc0
On Thu, Jan 9, 2014 at 4:04 AM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> Hi Marek,
>
> I won't pretend to understand what's going on, but I just bisected a
> failure on tests/shaders/glsl-fs-lots-of-tex.shader_test in piglit
> between 9.1 and HEAD, and it landed on your commit. It's approximately
> the simplest shader known to man (esp at HEAD when all the TEX
> instructions are gone due to CSE), so I'm guessing there's some edge
> condition in the copying lo...
2008 Nov 24
2
[LLVMdev] Does current LLVM target-independent code generator supports my strange chip?
> The machines I worked with didn't support any integer ops, but GLSL
> let us get by with "emulated" 16 bit integers (storing and operating
> on them as floating point; divides required truncation after the op -
> that sort of thing).
Although my platform indeed supports integer operations, however, it
only supports integer +,-,*, not /. The docu...
2013 Mar 05
3
[Bug 61854] New: [nv50]glClipPlane not clipping correctly for glsl
https://bugs.freedesktop.org/show_bug.cgi?id=61854
Priority: medium
Bug ID: 61854
Assignee: nouveau at lists.freedesktop.org
Summary: [nv50]glClipPlane not clipping correctly for glsl
Severity: normal
Classification: Unclassified
OS: Linux (All)
Reporter: bill at taniwha.org
Hardware: x86-64 (AMD64)
Status: NEW
Version: git
Component: Drivers/DRI/nouveau
Product: Mesa
Created attachment...
2008 Nov 24
0
[LLVMdev] Does current LLVM target-independent code generator supports my strange chip?
Let me clarify - I haven't used LLVM for GLSL - I'm also relatively
new to LLVM targeting a modern GPU. My GLSL work was back in the
timeframe of AMD's R300/R400 series, which was 4 years ago.
On Nov 24, 2008, at 10:25 AM, Wei wrote:
>> The machines I worked with didn't support any integer ops, but GLSL
>> let us...