similar to: [Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots

Displaying 20 results from an estimated 2000 matches similar to: "[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots"

2009 Dec 30
4
[PATCH 1/3] nv50: remove vtxbuf stateobject after a referenced vtxbuf is mapped
- This avoids problematic "reloc'ed while mapped" messages and some associated corruption as well. Signed-off-by: Maarten Maathuis <madman2003 at gmail.com> --- src/gallium/drivers/nouveau/nouveau_screen.c | 21 +++++++++++++++++++++ src/gallium/drivers/nouveau/nouveau_screen.h | 3 +++ src/gallium/drivers/nouveau/nouveau_stateobj.h | 13 +++++++++++++
2015 Feb 11
2
[LLVMdev] LLVM as an OpenGL backend
> On Feb 11, 2015, at 11:37 AM, Tom Stellard <tom at stellard.net> wrote: > > On Wed, Feb 11, 2015 at 04:06:10PM +0000, Sam Kellett wrote: >> Would it be feasible to compile LLVM IR into shading language assembler? If >> so, is this already being done? >> > > The R600 backend does this in conjunction with the Open Source mesa3D > project:
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
2015 Feb 11
3
[LLVMdev] LLVM as an OpenGL backend
Would it be feasible to compile LLVM IR into shading language assembler? If so, is this already being done? This would provide the obvious benefits of not having to differentiate between GLSL and HLSL (et al.) and the pleasure of using some other language to write and test the shader's that have support as an LLVM frontend. I've googled and found nothing about this. The only LLVM and
2015 May 26
2
[PATCH 2/2] nv30/draw: switch varying hookup logic to know about texcoords
On 26.05.2015 02:49, Ilia Mirkin wrote: > On Mon, May 25, 2015 at 8:37 PM, Tobias Klausmann > <tobias.johannes.klausmann at mni.thm.de> wrote: >> >> 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
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:
2016 May 22
3
Shader bytecode JIT
Hi all. I'm writing a remote 2D graphics API for embedded devices. It includes a little GLSL 1.0-esque shader language, which is compiled to executable SSE code at runtime. Is LLVM a good fit for this sort of thing? At the moment I'm compiling NASM into my code, but it doesn't do any register allocation (which is why I'm considering LLVM). I don't want to add too much bloat
2015 May 24
2
[Mesa-dev] [PATCH 07/11] glsl: Add arb_cull_distance support
On Sun, 2015-05-24 at 19:58 +0200, Tobias Klausmann wrote: > Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de> > --- > src/glsl/ast_to_hir.cpp | 14 +++++ > src/glsl/builtin_variables.cpp | 13 +++- > src/glsl/glcpp/glcpp-parse.y | 3 + > src/glsl/glsl_parser_extras.cpp | 1 + > src/glsl/glsl_parser_extras.h
2008 Dec 31
2
[LLVMdev] [Mesa3d-dev] Folding vector instructions
Chris Lattner wrote: > The direction we're going is to expose more and more vector operations in > LLVM IR. For example, compares and select are currently being worked on, > so you can do a comparison of two vectors which returns a vector of bools, > and use that as the compare value of a select instruction (selecting between > two vectors). This would allow implementing min
2008 Dec 31
0
[LLVMdev] [Mesa3d-dev] Folding vector instructions
Zack Rusin wrote: >> Sure, it would be very reasonable to make these target-specific >> builtins when targeting a GPU, the same way we have target-specific >> builtins for SSE. > > Actually currently the plan is to have essentially a "two pass" LLVM IR. I > wanted the first one to never lower any of the GPU instructions so we'd have > intrinsics or
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
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]:
2011 Apr 12
3
New video card; wine freezing
Hello, I want to play Eve Online in Wine. It was working (mostly) on my old card, a GTX 280, using the nvidia driver. It was the 3rd card I've had from Nvidia in a row with manufacturing defects, so I bought a Radeon 6870, which is working good except with Wine. I am using fglrx, and have a dual head setup using xrandr. When I log in, I get to the screen where it is entering the game after I
2009 Jul 28
0
[PATCH 2/8] nv50: fix viewport transform
The translation also needs to be inverted, and in bypass mode the state tracker incorrectly assumes that Y = 0 = TOP, so we need inversion there to; NDC clipping has to be deactivated explicitly. --- src/gallium/drivers/nv50/nv50_state_validate.c | 31 +++++++++++++++-------- 1 files changed, 20 insertions(+), 11 deletions(-) diff --git a/src/gallium/drivers/nv50/nv50_state_validate.c
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
On 24.05.2015 20:25, Ilia Mirkin wrote: > I'm having a bit of trouble tracing through this. What happens if I > have a shader that just does: > > gl_ClipDistance[0] = 1; > gl_CullDistance[0] = 1; > > what does the resulting TGSI look like? (Assuming that clip plane 0 is > enabled.) What about the generated nvc0 code (for the vertex shader)? (hack up a patch for this,
2009 Jul 12
0
[PATCH 2/3] nv50: fix viewport transform
We need to invert the viewport translate/scale parameters when the state tracker thinks we have Y_0_TOP. If these cases, we have do to bypass mode by setting an identity viewport transform for x, z and inversion for y, or p.e. clear_with_quad won't work correctly. Clipping for xy in NDC space needs to be disabled then. --- src/gallium/drivers/nv50/nv50_context.h | 1 +
2009 Jun 21
0
[PATCH] nv50: add support for two-sided lighting
--- src/gallium/drivers/nv50/nv50_context.h | 1 + src/gallium/drivers/nv50/nv50_program.c | 171 ++++++++++++++++++------ src/gallium/drivers/nv50/nv50_program.h | 1 + src/gallium/drivers/nv50/nv50_state_validate.c | 3 + 4 files changed, 138 insertions(+), 38 deletions(-) diff --git a/src/gallium/drivers/nv50/nv50_context.h
2011 Jan 25
2
Black Ops and Use GLSL disable
Hey guys I have everything pretty much working, no sound issues (fixed this by running the vcredist_x86.exe in the Redist folder then the DXSETUP.exe in the DirectX folder) But I'm having framerate issues I've read some people have fixed it by changing Use GLSL to disabled in the wine registry editor but every time I do this it seems to load up fine until I choose a class and then it says
2008 Dec 30
3
[LLVMdev] [Mesa3d-dev] Folding vector instructions
On Tuesday 30 December 2008 15:30:35 Chris Lattner wrote: > On Dec 30, 2008, at 6:39 AM, Corbin Simpson wrote: > >> However, the special instrucions cannot directly be mapped to LLVM > >> IR, like > >> "min", the conversion involves in 'extract' the vector, create > >> less-than-compare, create 'select' instruction, and create
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