similar to: Re: gekkeiju online running, now just need shaders

Displaying 20 results from an estimated 30000 matches similar to: "Re: gekkeiju online running, now just need shaders"

2006 May 02
5
Windows Genuine Advantage
If this is off subject or has already been addressed, sorry. "Windows Genuine Advantage" looks like a move to make wine worthless. What I mean is that M$ development API pushes windows developers' applications to require you install IE 6.0 (soon 7.0) or later, making IE a key part of wine. If IE requires Genuine MicroSoft (Windows Genuine Advantage) to install, then most if not all
2006 Nov 07
4
Samba v3.0.23c + FreeBSD 6.1 - Failed to set servicePrincipalNames
Hello, We recently upgraded to the latest Samba3 version v3.0.23c. If the Samba system and the AD belong to the same domain, I am able to perform a 'net ads join' by supplying either a 'Domain Admins' or a 'Domain Users' credential. However if the Samba system and the AD belong to different domain, I can perform the 'net ads join' by supplying a 'Domain
2004 Aug 23
1
Installing R on DEC Alpha - problems with dynamic loading
I have recently installed R on DEC Alpha OSF 5.1. The first regression test (reg-test-1.R) failed with an unresolved symbol in lapack.so: 2246839:/data/h1/bifdev/apps/wga/R-1.9.1/bin/R.bin: /sbin/loader: Fatal Error: call to unresolved symbol from /data/h1/bifdev/apps/wga/R-1.9.1/modules/lapack.so (pc=0x3ffbfe22b60) Further investigation has revealed that there is NO problem with lapack.so. The
2004 Aug 23
1
Installing R on DEC Alpha - problems with dynamic loading
I have recently installed R on DEC Alpha OSF 5.1. The first regression test (reg-test-1.R) failed with an unresolved symbol in lapack.so: 2246839:/data/h1/bifdev/apps/wga/R-1.9.1/bin/R.bin: /sbin/loader: Fatal Error: call to unresolved symbol from /data/h1/bifdev/apps/wga/R-1.9.1/modules/lapack.so (pc=0x3ffbfe22b60) Further investigation has revealed that there is NO problem with lapack.so. The
2016 Jan 26
0
Just need to vent
On Tue, 2016-01-26 at 10:47 -0600, Chris Adams wrote: > Would you rather a bunch of that "magic" of PID 1 that systemd handles > get shoved into the kernel (so that PID 1 isn't so special)? Why should the systemd monolithic bloatware be shoved into the kernel, especially when you claim the kernel has "over four million lines of code!" ? Seems like a tactical
2009 Jan 16
8
Windows Media Player 11
Hello, I am trying to run Windows Media Player 11 on WINE and I cant. This is the only software that I need to be windows free since my university posts the lecture videos in WMP 11 DRM format and I cant view them if I dont have WMP11 installed. It asks for windows genuine verification. Anybody can help? I have wine 1.1.12. Thanks in advance.
2011 Apr 13
2
[LLVMdev] llvm wiki now a spamfarm
On 13 April 2011 02:49, 陳韋任 <chenwj at iis.sinica.edu.tw> wrote: >  I think the wiki is a pretty good place to let people contribute their > knowledge about llvm. What things a maintainer need to do? Hi Chen, In theory, the bare minimum would be to clean it up once in a while, delete the offending accounts and keep an eye on rogue changes. Spam is only the most obvious problem in
2011 Jul 18
2
Generating OpenGL shaders from Direct3D shader bytecode
I saw on the LLVM mailing list some time ago that something like this was desired for Wine (but it was talking about an LLVM backend then). I figured I'd contact you guys to tell you that I found something like this, MojoShader by Ryan Gordon (zlib licensed). http://icculus.org/mojoshader/ http://hg.icculus.org/icculus/mojoshader/ Sorry if someone already suggested this, or if something like
2019 Jul 15
1
Questions on Maxwell 2nd Gen Compute Kernels/Shaders
So we have been busy implementing the compute engine lately but we have discovered a few issues with Compute Shaders. I hope you guys can answer some questions. 1st How do I determine the size of Compute Shaders/Kernel Local Memory ? In Pipeline shaders the size is included in the header but Compute Kernels don't have a header, so how do I determine how much local memory it uses? In case I
2016 Jul 24
1
[Bug 97067] New: WebGL: conformance/glsl/misc/shaders-with-invariance.html Fail
https://bugs.freedesktop.org/show_bug.cgi?id=97067 Bug ID: 97067 Summary: WebGL: conformance/glsl/misc/shaders-with-invariance.html Fail Product: Mesa Version: 11.2 Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component:
2006 Apr 08
0
[LLVMdev] RE: LLVM extension v.s. DirectX Shaders
Way back on Wed Dec 14, 2005, Tzu-Chien Chiu wrote: > To write a compiler for Microsoft Direct3D shaders from our hardware, > I have a program which translates the Direct3D shader assembly to LLVM > assembly. I added several intrinsics for this purpose. > It's a vector ISA and has some special instructions like: > * rcp (reciprocal) > ... > These operations are very
2012 Dec 16
0
[Bug 56788] [nv96] Dota2 (wine) consistently crashes with "WARNING: out of code space, evicting all shaders"
https://bugs.freedesktop.org/show_bug.cgi?id=56788 Emil Velikov <emil.l.velikov at gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |FIXED --- Comment #6 from Emil Velikov
2012 Nov 05
3
[Bug 56788] [nv96] Dota2 (wine) consistently crashes with "WARNING: out of code space, evicting all shaders"
https://bugs.freedesktop.org/show_bug.cgi?id=56788 Emil Velikov <emil.l.velikov at gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Assignee|dri-devel at lists.freedesktop |nouveau at lists.freedesktop.o |.org |rg
2013 Aug 20
5
[Bug 68348] New: [piglit] shaders/glsl-array-bounds-02 (+even nrs) produces TRAP , TRAP_MP - TP0: Unhandled ustatus 0x00000001
https://bugs.freedesktop.org/show_bug.cgi?id=68348 Priority: medium Bug ID: 68348 Assignee: nouveau at lists.freedesktop.org Summary: [piglit] shaders/glsl-array-bounds-02 (+even nrs) produces TRAP , TRAP_MP - TP0: Unhandled ustatus 0x00000001 QA Contact: xorg-team at lists.x.org Severity: normal
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
2019 Jul 25
5
[Bug 111217] New: compilation of vdpau shaders crashes in handleCVT_CVT
https://bugs.freedesktop.org/show_bug.cgi?id=111217 Bug ID: 111217 Summary: compilation of vdpau shaders crashes in handleCVT_CVT Product: Mesa Version: unspecified Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component: Drivers/DRI/nouveau Assignee:
2005 Dec 15
0
[LLVMdev] Vector LLVM extension v.s. DirectX Shaders
On Thu, 15 Dec 2005, Tzu-Chien Chiu wrote: > To write a compiler for Microsoft Direct3D shaders from our hardware, > I have a program which translates the Direct3D shader assembly to LLVM > assembly. I added several intrinsics for this purpose. > It's a vector ISA and has some special instructions like: > * rcp (reciprocal) > * frc (the fractional portion of each input
2004 Nov 19
3
Adding to wxRuby (Now I fired up)
Nick, Curt, Kevin, Now that I have dabbled ever so slightly in adding to wxRuby on a source level (and it wasn''t perfect, Nick had to fix some of my code!), I feel all fired up. Any areas specific that need to be added that I could test my luck with again, or can I just go pick and choose? This gets funner every day... (yes, i constitute "funner" as a word), Zach
2005 Dec 15
3
[LLVMdev] Vector LLVM extension v.s. DirectX Shaders
Dear all: To write a compiler for Microsoft Direct3D shaders from our hardware, I have a program which translates the Direct3D shader assembly to LLVM assembly. I added several intrinsics for this purpose. It's a vector ISA and has some special instructions like: * rcp (reciprocal) * frc (the fractional portion of each input component) * dp4 (dot product) * exp (exponential) * max, min These
2015 May 18
2
Tessellation shaders get MEM_OUT_OF_BOUNDS errors / missing triangles
Hello, I've been debugging a few different tessellation shader issues with nouveau, but let's start small. I see this issue on my GK208 with high frequency, and I *think* I've seen it once or twice on my GF108, but it's exceedingly rare, if it does happen. I don't have a GK10x to test on, unfortunately, but I assume it'll have the same issue as the GK208. The issue is