Displaying 11 results from an estimated 11 matches for "texture2d".
2015 May 13
8
[LLVMdev] RFC: Convergent attribute
...These operations that provide access to another thread's register storage pose
a particular challenge to the compiler, particularly when combined with the
use of predication for control flow. Consider the following example:
// texture lookup that computes gradient of r0, last use of r0
r1 = texture2D(..., r0, ...)
if (...) {
// r0 used as temporary here
r0 = ...
r2 = r0 + ...
} else {
// only use of r1
r2 = r1 + ...
}
In this example, various optimizations might try to sink the texture2D operation
into the else block, like so:
if (...) {
r0 = ...
r2 = r0 + ...
} else {
r1 = te...
2015 May 14
2
[LLVMdev] RFC: Convergent attribute
Why is this a regalloc problem? I assume in the example below the "r0" is somehow forced by the ABI? Because otherwise moving the texture2d operation into the branch wouldn't matter as long as we assign different registers to the two branches and use a technique like lib/Target/R600/SIFixSGPRLiveRanges.cpp.
- Matthias
> On May 13, 2015, at 6:00 PM, Philip Reames <listmail at philipreames.com> wrote:
>
> LGTM. Ple...
2015 Aug 14
2
[LLVMdev] RFC: Convergent attribute
...rovide access to another thread's register storage pose
> a particular challenge to the compiler, particularly when combined with the
> use of predication for control flow. Consider the following example:
>
> // texture lookup that computes gradient of r0, last use of r0
> r1 = texture2D(..., r0, ...)
> if (...) {
> // r0 used as temporary here
> r0 = ...
> r2 = r0 + ...
> } else {
> // only use of r1
> r2 = r1 + ...
> }
>
> In this example, various optimizations might try to sink the texture2D operation
> into the else block, like so:
&g...
2013 Aug 20
5
[Bug 68344] New: [piglit] shaders/glsl-fs-texture2d-dependent-4 randomly passes or fails on NVAA/NV50
https://bugs.freedesktop.org/show_bug.cgi?id=68344
Priority: medium
Bug ID: 68344
Assignee: nouveau at lists.freedesktop.org
Summary: [piglit] shaders/glsl-fs-texture2d-dependent-4
randomly passes or fails on NVAA/NV50
QA Contact: xorg-team at lists.x.org
Severity: normal
Classification: Unclassified
OS: Linux (All)
Reporter: dirkneukirchen at web.de
Hardware: x86 (IA32)
Stat...
2015 Aug 14
2
[LLVMdev] RFC: Convergent attribute
...register storage
>> pose
>> a particular challenge to the compiler, particularly when combined with
>> the
>> use of predication for control flow. Consider the following example:
>>
>> // texture lookup that computes gradient of r0, last use of r0
>> r1 = texture2D(..., r0, ...)
>> if (...) {
>> // r0 used as temporary here
>> r0 = ...
>> r2 = r0 + ...
>> } else {
>> // only use of r1
>> r2 = r1 + ...
>> }
>>
>> In this example, various optimizations might try to sink the texture2D
>>...
2014 Jan 10
0
commit 0a1479c829 breaks glsl-fs-lots-of-tex.shader_test on nv50/nvc0
...ying logic triggered by it.
Christoph,
I spoke with Marek earlier on IRC, and he thought it was probably an
issue in our ->blit routine. I agree that this makes sense, however
that's the only piglit test that fails in tests/shaders (well, related
to textures), and there are plenty of other texture2D-using tests. I
looked at the mmt traces, and they seem pretty reasonable. What's
unique about this test is that it uses a 0.01 value in the texture
rather than the more common 1/-1.
FWIW the failure looks like:
$ bin/shader_runner tests/shaders/glsl-fs-lots-of-tex.shader_test -auto
Probe colo...
2015 Sep 02
0
[ANNOUNCE] xorg-server 1.17.99.901
...lamor: do not check for gl errors in glamor_build_program
glamor: Use GL_FRAMEBUFFER instead of GL_READ_FRAMEBUFFER
glamor: GL_TEXTURE_MAX_LEVEL is not available on GLES2
Mario Kleiner (1):
modesetting: Add more missing options to man page.
Matt Turner (1):
glamor: Perform texture2D() separately from swizzle.
Michal Srb (1):
Expose GetMaster to modules.
Michel Dänzer (5):
Add AC_SYS_LARGEFILE defines to dix-config.h
modesetting: Include dix-config.h from dumb_bo.c
Instead of one glTexSubImage2D call for each glyph.
glamor: Use glamor_prepare_acc...
2016 Apr 15
0
Wine release 1.9.8
...many people. See the file
AUTHORS in the distribution for the complete list.
----------------------------------------------------------------
Bugs fixed in 1.9.8 (total 26):
9030 army men hangs on black screen
17918 AvsP Preview window fails to load
22762 Multiple DirectX10 games need Texture2D DXGI_FORMAT_R24G8_TYPELESS format support for stencil operations (Battlefield Bad Company 2, Warhammer 40k: Kill Team)
24421 MJ's Help Diagnostics crashes on startup (app provided MonitorEnumProc callback relies on ECX = lprcMonitor)
31662 Office 2010 font embedding when exporting to PDF...
2010 May 18
1
runes of Magic doesn't display login
..._source void main() {
fixme:d3d_shader:shader_glsl_dump_program_source R0.xy = (T0.xy);
fixme:d3d_shader:shader_glsl_dump_program_source R0.z = (PLC0.x);
fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (PLC0.y);
fixme:d3d_shader:shader_glsl_dump_program_source R0.xyzw = (texture2D(Psampler0, R0.xy, R0.w).xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source R0.w = (R0.x * gl_Color.w);
fixme:d3d_shader:shader_glsl_dump_program_source R0.xyz = (gl_Color.xyz);
fixme:d3d_shader:shader_glsl_dump_program_source gl_FragData[0].xyzw = (R0.xyzw);
fixme:d3d_shader:shader...
2007 Jun 29
0
Wine release 0.9.40
...don't support nameless unions.
dsound: Add missing '\n' to Wine trace.
H. Verbeet (23):
wined3d: Only set GL_SHADER_OPERATION_NV to GL_NONE for mapped stages.
wined3d: Mask texture stage state arguments with WINED3DTA_SELECTMASK when comparing them.
wined3d: Use texture2D to sample in pshader_glsl_texdp3tex().
wined3d: Make use of the texUnitMap in drawStridedSlow as well.
wined3d: Fix various incorrect uses of GL_LIMITS(texture_stages) and GL_LIMITS(sampler_stages).
wined3d: Do not mark texture stages > MAX_TEXTURES dirty, they don't exist....
2010 Oct 15
0
Wine release 1.3.5
...SM4 ftoi opcode.
wined3d: Recognize the SM4 ieq opcode.
wined3d: Recognize the SM4 ld opcode.
wined3d: Recognize the SM4 ABS and NEG source modifiers.
wined3d: Recognize the SM4 sample_d opcode.
d3d10core: Implement device_parent_CreateVolume().
d3d10core: Rename texture2d.c to texture.c.
d3d10core: Add a stub ID3D10Texture3D implementation.
wined3d: Consistently use Map/Unmap for mapping resources.
wined3d: Flip destination coordinates when blitting to an offscreen target in BltOverride().
wined3d: IWineD3DBuffer_Unmap() can't fail....