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