Displaying 6 results from an estimated 6 matches for "mostawesomedude".
2010 May 17
1
nv50 piglit change between 7.8 and master
7.8 branch (533b7663) : 209/246
master branch (c882c31) : 216/241
In short :
8 fail/warn -> pass
5 fail -> skip
1 pass -> fail
So the only regression is glean/clipFlat
Output:
----------------------------------------------------------------------
Test clipping with flat shading (provoking vertex).
clipFlat: Failure for glBegin/End(GL_QUADS), glFrontFace(GL_CCW)
GL_EXT_provoking_vertex
2010 Feb 23
1
makedepend in Mesa
...installing makedepend ;-)
20:37 < jbarnes> heh
20:39 < Dr_Jakob> I don't often have to do a make clean.
20:40 < suokko> I guess there is something broken in radeon makefiles
because make clean is required quite often
20:40 < suokko> Luckily ccache is very fast
20:40 < MostAwesomeDude> Yeah, ccache is a much better friend than makedepend.
21:48 < shining> still not very clear to me, should everyone have
makedepend installed for building mesa ?
21:49 < Dr_Jakob> it is higly recommended yes.
21:51 < shining> does it help with mesa build failures ? I have see...
2010 Jan 18
2
[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots
So, basically, you allocate the rasterizer units according 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
2010 Mar 28
2
Status of s3tc patent in respect to open-source drivers and workarounds
Hi radeonhd, nouveau, mesa3d developers,
Firstly, thank you all very much for all the important work you do.
I've been working as a part-time developer on the "Spring RTS" project
(open-source game engine) which runs on linux (and other os). Some time
ago I tried the engine on the open-source ATI radeonhd driver, which I
understand to be partly based on mesa 3d, and all textures
2008 Dec 31
0
[LLVMdev] [Mesa3d-dev] Folding vector instructions
Zack Rusin wrote:
>> Sure, it would be very reasonable to make these target-specific
>> builtins when targeting a GPU, the same way we have target-specific
>> builtins for SSE.
>
> Actually currently the plan is to have essentially a "two pass" LLVM IR. I
> wanted the first one to never lower any of the GPU instructions so we'd have
> intrinsics or
2008 Dec 30
2
[LLVMdev] [Mesa3d-dev] Folding vector instructions
Alex wrote:
> Hello.
>
> Sorry I am not sure this question should go to llvm or mesa3d-dev mailing
> list, so I post it to both.
>
> I am writing a llvm backend for a modern graphics processor which has a ISA
> very similar to that of Direct 3D.
>
> I am reading the code in Gallium-3D driver in a mesa3d branch, which
> converts the shader programs (TGSI tokens) to