search for: mipmaps

Displaying 20 results from an estimated 51 matches for "mipmaps".

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2007 Jun 26
3
[PATCH] Always use mipmaps in cube plugin
Currently, the cube plugin uses mipmapping only when cube is unfolded. When the cube is rotated, mipmaps are not used, which leads to ugly look of textures. The attached patch fixes this. This leads to another kind of artifacts, which are fixable with anisotropic filtering. http://team.pld-linux.org/~wolf/aniso.png The leftmost image is the current state of cube plugin. The center image is with mipm...
2018 Oct 25
1
Questions on Blocklinear Mipmaps and auto-sizing
I'm currently implementing mipmaps but I have a set of troubles guessing the block height and block depth of them. According to https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#textures-mipmapping-and-arrays the texture unit auto resizes mipmaps' blocks but how do I know how many blocks each one uses? I'...
2009 Dec 26
2
[MESA PATCH] Fix nv40_miptree_layout pitch
...is the size of the mipmap level, should be used. Second, the current code does not 64-byte align the pitch of swizzled textures. However, on my NV40 this causes a pgraph error regarding the pitch register (and sometimes a system lockup too), which is fixed by this patch. I'm not sure how small mipmaps could have worked with the previous code. Also the offset code below may need some review. And furthermore, wide_pitch is set for any kind of texture usage, so maybe it should be made unconditional (what's the point of allocating a texture that the GPU can't use in any way?). diff --git a...
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...
2009 Apr 17
1
NV40 Cubic Texture HW Mip Map Generation
Hello, I have been looking at cubic texture mapping for a bit, and I have found that hw mipmap generation doesn't work at all or the textures are all messed up (normal 2d work fine). This is with linear textures. Also of note is that software mipmap generation works fine. I have done sanity checks for the miptree pitches, offsets, etc and everything seems to match up fine for both the
2011 Oct 23
2
can't run DirectX applications properly - window garbled
...rmat unrecognized(1129272385) in the format lookup table RenderSystem capabilities ------------------------- RenderSystem Name: Direct3D9 Rendering Subsystem GPU Vendor: nvidia Device Name: NVIDIA GeForce 8300 GS Driver Version: 6.15.11.9745 * Fixed function pipeline: yes * Hardware generation of mipmaps: yes * Texture blending: yes * Anisotropic texture filtering: yes * Dot product texture operation: yes * Cube mapping: yes * Hardware stencil buffer: yes - Stencil depth: 8 - Two sided stencil support: yes - Wrap stencil values: yes * Hardware vertex / index buffers: yes * Vertex pr...
2006 Dec 04
1
(no subject)
Hi, I've been trying to get the new i915tex DRI module to work with the new DRM memory manager and finally succeeded. Unfortunately it seems to break compiz which errors out complaining that there are no GLXFBConfigs for the default depth. I was able to trace the problem to the following block of code in src/screen.c, starting on line 1897: if (s->fbo) { (*s->getFBConfigAttrib)
2010 Jan 08
0
Findings on pre-NV50 miptree layout
...including unswizzling and 3D-swizzling). Here are the findings on NV40. Not sure what happens with compressed textures (which may be currently broken since Doom3 misrenders in non-Ultra quality). I'll check that once the 2D code is otherwise finished and working * Swizzled 1D/2D/3D textures Mipmaps are laid sequentially with no gap in between. Each mipmap is laid "swizzled". To get the swizzled address of a texel, take an x bit, then an y bit, then a z bit and so on. If you exceed a dimension, skip taking their bits. This means in particular that 3D textures are "3D swizzled&qu...
2009 Jan 25
0
Gallium NV40 Textures
...tures to be linear. > NOTE: I modified the sample a bit so it only draws the ground. > pics: > swizzle.png - Current result with swizzled textures. > linear.png - Mod that turns off swizzled textures. > > I read something in the backlog about how mipmaps aren't > handled entirely correctly, but I don't know if this is related. > > Another thing, I do see some drm irq errors when the 1x1 mipmap > is generated. It might be related: > [drm] PGRAPH_ERROR - nSource: DATA_ERROR, nStatus: BAD_ARGUMENT &g...
2007 Jun 05
2
Direct and Indirect: Difference in rendering quality
Hi Why is the quality of scaled textures/objects using --indirect-rendering much worse than direct rendering? Also, vsync does not work with indirect-rendering. I am using an Nvidia Geforce go 7300, with 97.55 drivers. Thanks, Matt
2019 Jun 13
1
Question on interoperability with Nouveau
Hi guys again. A homebrew developer (homebrew is custom software made for the switch using openGL under nouveau) reported to me that 'glGenerateMipmap' wasn't working on yuzu (Nintendo Switch emulator). I looked into it and I noticed all the triangle data used by nouveau to render the mipmaps was all zeroed out, meaning that probably we don't implement the mechanism you guys use to upload that data. How can I track this in your code and know what you guys use to upload the triangles data into gpu memory ? -------------- next part -------------- An HTML attachment was scrubbed... UR...
2012 Jul 06
0
[PATCH] dri/nouveau: Add AllocTextureImageBuffer() implementation
Fixes mipmap generation. Signed-off-by: Viktor Novotn? <noviktor at seznam.cz> --- Hi, this fixes bug with mipmaps I observed on nv25, where in _mesa_prepare_mipmap_level call to Driver.FreeTextureImageBuffer unreferences nouveau_teximage's nouveau_surface, which then doesnt get reallocated in Driver.AllocTextureImageBuffer, because vieux uses swrast implementation, ultimately leading to assertion failure i...
2007 Jun 29
1
FGLRX using Aiglx??
...You can reach the person managing the list at > compiz-owner at lists.freedesktop.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of compiz digest..." > > Today's Topics: > > 1. Re: [PATCH] Always use mipmaps in cube plugin (Bartosz Taudul) > 2. [feature request] fglrx without Xgl works with copy method in > beryl (Vladimir) > 3. Re: [feature request] fglrx without Xgl works with copy > method in beryl (Trevi?o) > > > ---------- Forwarded message --------...
2014 May 02
0
Wine release 1.7.18
...in effect. configure: Use the discovered LCMS2_LIBS when testing linking against lcms2. Matteo Bruni (7): d3dx9/tests: Release the device when skipping some tests. d3dx9/tests: Don't fail a test if volume textures are not supported. d3dx9/tests: Fix expected values when mipmaps on cube maps are not supported. d3dx9/tests: Take MaxVolumeExtent into account in some tests. d3dcompiler: Remove a couple of noisy traces. d3dcompiler: Pre/post increment/decrement operators are unary. d3dcompiler: add_func_parameter is only used in hlsl.y. Nikolay Sivov (...
2010 Apr 12
16
[Bug 27603] New: Celestia 1.6.0 crashes with nv04_surface_copy_swizzle assertion
https://bugs.freedesktop.org/show_bug.cgi?id=27603 Summary: [nouveau] Celestia 1.6.0 crashes with nv04_surface_copy_swizzle assertion Product: Mesa Version: unspecified Platform: x86 (IA32) OS/Version: Linux (All) Status: NEW Severity: normal Priority: medium Component:
2014 Apr 18
0
Wine release 1.7.17
The Wine development release 1.7.17 is now available. What's new in this release (see below for details): - More implementations for the Task Scheduler. - C runtime made more compatible by sharing source files. - Fixes in the Mac OS X joystick support. - Various bug fixes. The source is available from the following locations:
2016 Jan 09
0
Wine release 1.9.1
The Wine development release 1.9.1 is now available. What's new in this release (see below for details): - A few more deferred fixes. - Support for debug registers on x86-64. - More Shader Model 4 instructions. - Support for the Mingw ARM toolchain. - Various bug fixes. The source is available from the following locations: http://dl.winehq.org/wine/source/1.9/wine-1.9.1.tar.bz2
2018 Feb 16
0
Wine release 3.2
The Wine development release 3.2 is now available. What's new in this release (see below for details): - Separate implementation of USER controls for ComCtl32 v6. - Multisample texture support in Direct3D. - Support for HID gamepads. - More event support in MSHTML. - Obsolete DOS code removed. - Various bug fixes. The source is available from the following locations:
2010 Jan 18
0
[PATCH] nv04-nv40: Rewrite and unify miptree and transfer code
...buf_usage |= PIPE_BUFFER_USAGE_CPU_READ_WRITE; - - /* apparently we can't render to swizzled surfaces smaller than 64 bytes, so make them linear. - * If the user did not ask for a render target, they can still render to it, but it will cost them an extra copy. - * This also happens for small mipmaps of large textures. */ - if (pt->tex_usage & PIPE_TEXTURE_USAGE_RENDER_TARGET && util_format_get_stride(pt->format, pt->width0) < 64) - mt->base.tex_usage |= NOUVEAU_TEXTURE_USAGE_LINEAR; - - nv20_miptree_layout(mt); - - mt->buffer = screen->buffer_create(screen, 25...
2020 Jun 19
0
Wine release 5.11
...or WSK listen socket. wined3d: Merge _USER_MEMORY and _SYSMEM locations. ddraw: Update texture_memory when setting new texture parent in ddraw_surface7_Flip(). wined3d: Set user memory separately for texture sub resources. ddraw/tests: Add more tests for _SetSurfaceDesc with mipmaps. ddraw/tests: Port _SetSurfaceDesc() tests for mipmaps and DDSD_LPSURFACE for ddraw4. ddraw/tests: Port _SetSurfaceDesc() tests for mipmaps and DDSD_LPSURFACE for ddraw2. ws2_32: Optimize interface_bind_check() by caching adapter addresses. netio.sys: Add stub interface for...