search for: nv50_program_valid

Displaying 7 results from an estimated 7 matches for "nv50_program_valid".

2014 Feb 14
0
Regression caused by 2e9ee44797 ("nv50/ir/ra: some register spilling fixes")
...egisterAllocation (this=0x748cc0) at codegen/nv50_ir_ra.cpp:1709 #6 0x00007ffff270a72d in nv50_ir_generate_code (info=0x7477c0) at codegen/nv50_ir.cpp:1204 #7 0x00007ffff2781233 in nv50_program_translate (prog=0x744400, chipset=150) at nv50/nv50_program.c:362 #8 0x00007ffff2782117 in nv50_program_validate (nv50=0x63d6d0, prog=0x744400) at nv50/nv50_shader_state.c:117 #9 0x00007ffff278243e in nv50_fragprog_validate (nv50=0x63d6d0) at nv50/nv50_shader_state.c:175 #10 0x00007ffff2773007 in nv50_state_validate (nv50=0x63d6d0, mask=4294967295, words=8) at nv50/nv50_state_validate.c:451
2011 May 30
1
[Bug 37770] New: UT2003: Out of code space for shader type 0
...Status: NEW Severity: normal Priority: medium Component: Drivers/DRI/nouveau AssignedTo: nouveau at lists.freedesktop.org ReportedBy: r.spliet at student.tudelft.nl After a few minutes of gameplay the following message pops up in the console: nv50_program_validate:150 - out of code space for shader type 0 This is accompanied with random or unexplainable renders in the frame. Happens on NVA8, with or without gnome-shell. This did not happen however in Fedora 14 as far as I can remember On NV4B similar render problems show as well during gameplay. However...
2013 Sep 10
3
[Bug 69155] New: codegen/nv50_ir_emit_nv50.cpp:169:srcAddr8: Assertion `(offset <= 0x1fc || offset == 0x3fc) && !(offset & 0x3)' failed.
...::emitBinary (this=0x1a82550, info=0x1a9b4f0) at codegen/nv50_ir_target.cpp:374 #5 0x00007f54bad444e9 in nv50_ir_generate_code (info=0x1a9b4f0) at codegen/nv50_ir.cpp:1212 #6 0x00007f54bad32a40 in nv50_program_translate (prog=0x1a7f800, chipset=168) at nv50_program.c:341 #7 0x00007f54bad33865 in nv50_program_validate (nv50=0x1873350, prog=0x1a7f800) at nv50_shader_state.c:115 #8 0x00007f54bad33b8c in nv50_fragprog_validate (nv50=0x1873350) at nv50_shader_state.c:173 #9 0x00007f54bad24dfd in nv50_state_validate (nv50=0x1873350, mask=4294967295, words=8) at nv50_state_validate.c:394 #10 0x00007f54bad31170 in...
2009 Jun 21
0
[PATCH] nv50: add support for two-sided lighting
...program *p) p->cfg.fp.regs[1] = 0x00000400; p->cfg.fp.map[0] = 0x03020100; - p->cfg.fp.high_map = 1; + p->cfg.fp.high_map = 4; break; default: assert(!"unsupported GPU program type"); @@ -2389,15 +2407,12 @@ nv50_vertprog_validate(struct nv50_context *nv50) nv50_program_validate_data(nv50, p); nv50_program_validate_code(nv50, p); - so = so_new(10, 0); + so = so_new(32, 0); so_method(so, tesla, 0x1650, 2); so_data (so, p->cfg.vp.attr[0]); so_data (so, p->cfg.vp.attr[1]); so_method(so, tesla, 0x16b8, 1); so_data (so, p->cfg.high_result); - so_met...
2009 Sep 12
0
[PATCH 10/13] nv50: proper linkage between VP and FP
...od(so, tesla, NV50TCL_VP_RESULT_MAP_SIZE, 2); @@ -2625,7 +2640,6 @@ nv50_fragprog_validate(struct nv50_context *nv50) struct nouveau_grobj *tesla = nv50->screen->tesla; struct nv50_program *p = nv50->fragprog; struct nouveau_stateobj *so; - unsigned i; if (!p->translated) { nv50_program_validate(nv50, p); @@ -2642,29 +2656,119 @@ nv50_fragprog_validate(struct nv50_context *nv50) NOUVEAU_BO_HIGH, 0, 0); so_reloc (so, p->bo, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_RD | NOUVEAU_BO_LOW, 0, 0); - so_method(so, tesla, NV50TCL_MAP_SEMANTIC_0, 4); - so_data (so, p->cfg.fp.reg...
2009 May 06
2
nv50: shader generation patches
Hi ! I've been trying to improve NV50 shader generation a bit the last couple of weeks, so here is what I've produced. I don't know if it's usable for you or just a pile of horrible hacks, but at least it makes some mesa demos render more correcly, p.e. the teapot (aside from mip-mapping issues of the floor texture), arbfplight, and I think the gears also didn't appear as they
2014 Jan 13
20
[PATCH 00/19] nv50: add sampler2DMS/GP support to get OpenGL 3.2
OK, so there's a bunch of stuff in here. The geometry stuff is based on the work started by Bryan Cain and Christoph Bumiller. Patches 01-12: Add support for geometry shaders and fix related issues Patches 13-14: Make it possible for fb clears to operate on texture attachments with an explicit layer set (as is allowed in gl 3.2). Patches 15-17: Make ARB_texture_multisample work