search for: mostawesomedude

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