similar to: [LLVMdev] clang and overloaded functions

Displaying 20 results from an estimated 3000 matches similar to: "[LLVMdev] clang and overloaded functions"

2008 Nov 26
0
[LLVMdev] clang and overloaded functions
On Nov 26, 2008, at 10:00 AM, Brian Watt wrote: > In clang is it possible to declare C-language function prototypes > for overloaded functions even though it is not C-language legal. > It's because I see that GLSL provides something like this, and I'm > wondering if clang does too and how to express it either through > command line argument or language attributes,
2014 Mar 08
2
16 bits FLAC file data to 32 bit float buffer for CPU processing
Hello. I create FLAC file decoding, processing and playing program and have the following question : how to convert FLAC 16 bit file data to 32 bit float buffer for CPU processing? I've already inplemented sound playing and tested it with sine wave - it works without problems; I even made writing into decoding buffer values of sine wave, instead of decoded FLAC file data, and it also works
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
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
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,
2015 May 24
19
[RFC PATCH 00/11] Implement ARB_cull_distance
This patch series adds the needed support for this extension to the various parts of mesa to finally enable it for nvc0. Dave Airlie (1): glsl: lower cull_distance into cull_distance_mesa Tobias Klausmann (10): glapi: add GL_ARB_cull_distance mesa/main: add support for GL_ARB_cull_distance mesa/prog: Add varyings for arb_cull_distance mesa/st: add support for GL_ARB_cull_distance
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
On 24.05.2015 21:36, Ilia Mirkin wrote: > On Sun, May 24, 2015 at 3:30 PM, Tobias Klausmann > <tobias.johannes.klausmann at mni.thm.de> wrote: >> >> 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;
2009 Aug 07
2
Oblivion regression exposed by video description patch
I found a regression in Oblivion that results in flickering shadows.It requires the video driver/description patch in order to see it, otherwise shadows don't work at all.Since the patch itself is probably not causing the issue, should I post a bug report? I believe the issue may be in The Last Remnant as well, but I'm not sure it's the same issue (and it happens very infrequently,
2010 Dec 26
3
ATI Graphics card
hello everyone Please pardon my ignorance, i new in the forum, new to Linux and to WINE... i know that Linux and WINE are not in love with ATI cards (yet), but i recently install the newer proprietary drivers (10-12) and so far it seems fine under Linux, i have 3D acceleration and everything, i even install compiz and it awesome... also under wine I install a game and it work really nice,
2008 Nov 24
2
[LLVMdev] Does current LLVM target-independent code generator supports my strange chip?
> The machines I worked with didn't support any integer ops, but GLSL > let us get by with "emulated" 16 bit integers (storing and operating > on them as floating point; divides required truncation after the op - > that sort of thing). Although my platform indeed supports integer operations, however, it only supports integer +,-,*, not /. The document says if I need to
2014 Nov 13
3
free() invalid pointer
Hi, Apparently the new presets are triggering an invalid free in some code. I was running the test suite on ARM, and it gets stuck with small blocksizes. > Testing blocksize variations... > noise8m32 (--channels=1 --bps=8 -8 -p -e -l 0 --lax > --blocksize=16 ): encode...decode...compare...OK > noise8m32 (--channels=1 --bps=8 -8 -p -e -l 1 --lax > --blocksize=16 ): encode...***
2011 Nov 14
6
Skyrim Shader Model 3 error
When I try to run Skyrim in wine it brings up a Shader Model 3 error, although I do have Shader Model 3. My video card is GeForce 7900 GT/GTO. What can I do to fix this problem :x
2010 Jan 18
2
[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots
So, basically, you allocate the rasterizer units according to the vertex shader, and when the fragment shader comes up, you say "write rasterizer output 4 to fragment input 1000000"? The current nouveau drivers can't do this. There are "routing" registers in hardware, but I think the nVidia proprietary driver (at least without GLSL) leaves them unaltered after
2008 Nov 22
2
[LLVMdev] Does current LLVM target-independent code generator supports my strange chip?
I have 24-bit integer operations as well as 24-bit floating point (s7.16) operations. The H/W supports load/store instructions, however, they does suggest us not to use these load/store instructions besides debugging purpose. That is to say, you can imagine we don't have load/store instructions, we don't have memory, we just have registers. I will run OpenGL shading laugnage programs on
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 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:
2016 Mar 14
2
[RFC mesa] nouveau: Add support for OpenCL global memory buffers
This little "hack" fixes the use of OpenCL global memory buffers with nouveau, but clearly the #if 0 is not a solution as it breaks buffers with GLSL. The reason I'm posting this as an RFC patch is to discuss how to solve this properly, 2 solutions come to mind: 1) Use separate nv50_ir::FILE_MEMORY_xxx values for buffers versus TGSI_FILE_MEMORY with TGSI_MEMORY_TYPE_GLOBAL,
2018 Nov 12
1
Question on IPA on GM107
So I'm trying to track an special value in IPA instruction generation. https://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp#L2561 Register on 0x14 (20) is set to some source on "insn->op == OP_PINTERP" I have found while emulation that such value can be set sometimes to FragCoord.w, I don't however know what that value is and
2015 Jan 11
2
[PATCH v2] nv50/ir: Handle OP_CVT when folding constant expressions
On 11.01.2015 20:19, Ilia Mirkin wrote: > On Sun, Jan 11, 2015 at 12:27 PM, Tobias Klausmann > <tobias.johannes.klausmann at mni.thm.de> wrote: >> >> On 11.01.2015 01:58, Ilia Mirkin wrote: >>> On Fri, Jan 9, 2015 at 8:24 PM, Tobias Klausmann >>> <tobias.johannes.klausmann at mni.thm.de> wrote: >>>> Folding for conversions:
2016 Apr 23
9
[Bug 95095] New: NV46 (G72) Full screen artifacts in Freespace 2 SW OT mod
https://bugs.freedesktop.org/show_bug.cgi?id=95095 Bug ID: 95095 Summary: NV46 (G72) Full screen artifacts in Freespace 2 SW OT mod Product: Mesa Version: git Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component: Drivers/DRI/nouveau