Displaying 7 results from an estimated 7 matches for "miplevel".
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2017 Dec 20
2
[PATCH] gm107/ir: use lane 0 for manual textureGrad handling
...does this. Adjusts the
shuffles / quadops to make the values correct relative to lane 0, and
then splat the results to all lanes for the final move into the target
register.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
Entirely untested beyond compilation. Should check
bin/tex-miplevel-selection textureGrad Cube
bin/tex-miplevel-selection textureGrad CubeShadow
bin/tex-miplevel-selection textureGrad CubeArray
KHR-GL45.texture_cube_map_array.sampling
to see if they start passing with this change.
.../nouveau/codegen/nv50_ir_lowering_gm107.cpp | 56 ++++++++++++++--------
1...
2017 Dec 20
0
[PATCH] gm107/ir: use lane 0 for manual textureGrad handling
...to make the values correct relative to lane 0, and
> then splat the results to all lanes for the final move into the target
> register.
>
> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
>
> Entirely untested beyond compilation. Should check
>
> bin/tex-miplevel-selection textureGrad Cube
> bin/tex-miplevel-selection textureGrad CubeShadow
> bin/tex-miplevel-selection textureGrad CubeArray
> KHR-GL45.texture_cube_map_array.sampling
>
> to see if they start passing with this change.
>
> .../nouveau/codegen/nv50_ir_lowering_gm107.cpp...
2015 Nov 26
3
[Bug 93110] New: [NVE4] textureSize() and textureQueryLevels() uses a texture bound during the previous draw call
...issue
It seems that a texture bound in the previous draw call is used by
textureSize() and textureQueryLevels() (instead of the currently bound
texture).
The attached program demonstrated the bug. When the program is built with
-DBROKEN, it incorrectly prints "width: 2.000000 height 2.000000 miplevels
2.000000" while the current texture is 512x256 with 4 miplevels.
OpenGL vendor string: nouveau
OpenGL renderer string: Gallium 0.4 on NVE4
OpenGL core profile version string: 4.1 (Core Profile) Mesa 11.0.5
OpenGL core profile shading language version string: 4.10
OpenGL core profile context...
2014 Sep 25
0
[PATCH] gm107/ir: fix texture argument order
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
Cc: "10.3" <mesa-stable at lists.freedesktop.org>
---
With this, all the tex-miplevel-selection tests pass on maxwell. There is a
minor bit of this change which affects textureGrad on kepler that I have yet
to test, but I'm moderately sure it's correct and was only working by luck
before. (Changing the insbf to use getSrc(s) as its dest instead of
getSrc(0).)
.../nouveau/c...
2010 Oct 29
0
Wine release 1.3.6
...to an offscreen target in arbfp_blit_surface().
wined3d: Check if we can do the blit before messing with surface flags in IWineD3DSurfaceImpl_BltOverride().
wined3d: Use surface_blt_to_drawable() in IWineD3DSurfaceImpl_BltOverride().
wined3d: Pass a sub-resource index instead of a miplevel to volume texture methods.
wined3d: Pass a sub-resource index instead of a miplevel to 2D texture methods.
wined3d: Pass a sub-resource index instead of a face + miplevel to cube texture methods.
wined3d: Explicitly pass parameters to shader_load_np2fixup_constants().
d3d10c...
2015 Sep 04
0
Wine release 1.7.51
...zef Kucia (34):
d3d11/tests: Add test for device interfaces.
d3d10core/tests: Add test for device feature level.
d3d11: Allow to pass NULL as device to D3D11CreateDevice.
d3d11/tests: Add test for D3D11CreateDevice.
d3dx9: Fix typo in DDS_WIDTH define.
d3dx9: Fix miplevels handling for DDS file format.
d3dx9/tests: Add tests for DDS file format size validation.
d3dx9: Use D3DFMT constants instead of MAKEFOURCC codes.
d3d11: Add ID3D11Texture2D stub interface.
d3d11: Implement private data methods in ID3D11Texture2D.
d3d11: Implement d3d...
2012 Sep 14
0
Wine release 1.5.13
...ue() and read_int8_value().
d3d10: Improve a couple of debug messages.
wined3d: Read complete shader instructions at a time.
wined3d: Add type information to shader registers.
wined3d: Just return the swapchain from wined3d_device_get_swapchain().
d3d10core: Update the MipLevels field after texture creation.
wined3d: wined3d_device_set_index_buffer() never fails.
wined3d: Just return the buffer from wined3d_device_get_index_buffer().
d3d10core: Store the resource in the d3d10core rendertarget view.
wined3d: wined3d_device_set_viewport() never fails...