search for: nvfx_fragprog

Displaying 6 results from an estimated 6 matches for "nvfx_fragprog".

Did you mean: nv30_fragprog
2012 May 12
7
[Patches] mesa/nv30: Diverse set of patches that improve NV3x render quality V2
A reworked version of 3 out of 4 patches mentioned earlier. [1/4]: Fixes nearly all piglit vertprog testcases, due to now being able to pass the results on to the fragment shader. V2: rename samplers to texcoords. [2/4]: Fixes shader compiler assertion errors, as some source registers do not exist for certain operations. Fixes several piglit tests when mesa is compiled with --enable-debug [3/4]:
2014 Jun 18
1
[PATCH 1/2] nv30: plug some memory leaks on screen destroy and shader compile
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> Cc: "10.2" <mesa-stable at lists.freedesktop.org> --- src/gallium/drivers/nouveau/nv30/nv30_screen.c | 6 ++++++ src/gallium/drivers/nouveau/nv30/nvfx_fragprog.c | 1 + 2 files changed, 7 insertions(+) diff --git a/src/gallium/drivers/nouveau/nv30/nv30_screen.c b/src/gallium/drivers/nouveau/nv30/nv30_screen.c index fb9378c..4baabaf 100644 --- a/src/gallium/drivers/nouveau/nv30/nv30_screen.c +++ b/src/gallium/drivers/nouveau/nv30/nv30_screen.c @@ -327,6 +...
2012 May 09
4
[Patches]mesa/nv30: Diverse set of patches that improve NV3x render quality
For all these patches I'd say: testers are welcome. The first three patches seem good enough to push as we speak IMHO (so if you agree, go ahead!), whereas for the fourth I don't know if this is the desired way to fix. The result of these four patches is that NV34 gives a nearly-correct desktop experience, where only some fading animations appear broken. It's quite useable now! [1/4]:
2014 Feb 21
3
[PATCH 1/4] nv30: remove use_nv4x, it is identical to is_nv4x
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> --- Perhaps there was a day when those were different, but that day is not today. src/gallium/drivers/nouveau/nv30/nv30_context.c | 1 - src/gallium/drivers/nouveau/nv30/nv30_context.h | 1 - src/gallium/drivers/nouveau/nv30/nvfx_fragprog.c | 20 ++++++++++---------- src/gallium/drivers/nouveau/nv30/nvfx_vertprog.c | 8 ++++---- 4 files changed, 14 insertions(+), 16 deletions(-) diff --git a/src/gallium/drivers/nouveau/nv30/nv30_context.c b/src/gallium/drivers/nouveau/nv30/nv30_context.c index 2146d27..4f68eee 100644 --- a/src/gal...
2015 May 26
2
[PATCH 2/2] nv30/draw: switch varying hookup logic to know about texcoords
...ords = (screen->eng3d->oclass < NV40_3D_CLASS) ? 8 : >>> 10; >>> + for (result = 0; result < num_texcoords; result++) { >>> + if (fp->texcoord[result] == *idx + 8) { >> >> maybe i'm too tired, but why exactly *idx + 8 ? > See nvfx_fragprog.c: > > fpc->fp->texcoord[hw] = fdec->Semantic.Index + 8; > > when the semantic is GENERIC. (and 0xfffe when it's PCOORD). This is > because there can be up to 8 TEXCOORD's. yet you run for 8 or 10 texcoords. Wont this cause problems on nv40+? > &...
2015 May 26
2
[PATCH 2/2] nv30/draw: switch varying hookup logic to know about texcoords
On 25.05.2015 21:29, Ilia Mirkin wrote: > Commit 8acaf862dfe switched things over to use TEXCOORD instead of > GENERIC, but did not update the nv30 swtnl draw paths. This teaches the > draw logic about TEXCOORD. > > Among other things, this fixes a crash in demos/arbocclude when using > swtnl. Curiously enough, the point-sprite piglit works without this. > > Signed-off-by: