similar to: [Bug 96565] New: Clive Barker's Jericho displays strange, vivid colors when motion blur enabled

Displaying 20 results from an estimated 1000 matches similar to: "[Bug 96565] New: Clive Barker's Jericho displays strange, vivid colors when motion blur enabled"

2015 Jul 06
10
[Bug 91247] New: Tomb Raider: Underworld renders lots of artefacts on models and objects
https://bugs.freedesktop.org/show_bug.cgi?id=91247 Bug ID: 91247 Summary: Tomb Raider: Underworld renders lots of artefacts on models and objects Product: Mesa Version: git Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component:
2015 Jul 11
3
[Bug 91306] New: Axis Game Factory v3.0 (native) renders black ground
https://bugs.freedesktop.org/show_bug.cgi?id=91306 Bug ID: 91306 Summary: Axis Game Factory v3.0 (native) renders black ground Product: Mesa Version: git Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component: Drivers/DRI/nouveau Assignee: nouveau at
2015 Jul 01
8
[Bug 91171] New: Space Rangers 2 (in Wine) shows only black screen
https://bugs.freedesktop.org/show_bug.cgi?id=91171 Bug ID: 91171 Summary: Space Rangers 2 (in Wine) shows only black screen Product: Mesa Version: git Hardware: Other URL: http://www.fileplanet.com/162972/160000/fileinfo/Space -Rangers-2:-Rise-of-the-Dominators-Demo OS: All
2015 Dec 08
4
[Bug 93300] New: Two Worlds 2 renders water incorrectly
https://bugs.freedesktop.org/show_bug.cgi?id=93300 Bug ID: 93300 Summary: Two Worlds 2 renders water incorrectly Product: Mesa Version: git Hardware: Other OS: All Status: NEW Keywords: regression Severity: normal Priority: medium Component: Drivers/DRI/nouveau
2015 Jul 01
8
[Bug 91170] New: World of Zoo (in Wine) has rendering issues
https://bugs.freedesktop.org/show_bug.cgi?id=91170 Bug ID: 91170 Summary: World of Zoo (in Wine) has rendering issues Product: Mesa Version: git Hardware: Other URL: http://store.steampowered.com/app/43100/ OS: All Status: NEW Severity: normal Priority: medium Component:
2008 Dec 28
1
Pixel/Vertex shader status
Hi, I'm just hoping someone can tell me what's going on with shaders in wine. I have a couple of games that will run, but the 3D graphics are corrupted. The games are Clive Barker's Jericho, and Tomb Raider Underworld. They both start and the menu screens work, but the 3D graphics are completely wacked out. Are these maybe examples of shader 3.0, DX9, or something? Is there much
2014 Sep 24
1
[PATCH 1/2] allow path to envyas binary to be specified
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> --- src/shader/Makefile | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/src/shader/Makefile b/src/shader/Makefile index 46658e9..2d789be 100644 --- a/src/shader/Makefile +++ b/src/shader/Makefile @@ -24,20 +24,21 @@ NVF0_SHADERS = xfrm2nvf0.vpc \ videonvf0.fpc SHADERS = $(NVC0_SHADERS)
2015 Nov 06
4
Problems with r-cran-rcurl in Trusty and Vivid. (Re: Install R on Ubuntu with libcurl support)
Hello everybody, by the way, speaking about the r-cran-rcurl package in Ubuntu, the versions in trusty and vivid are linked by error to the "NSS" flavour of libcurl3 instead of the "OpenSSL flavour", which cause at least problems when using the CRAN devtools package. A bit more details are available in the Debian bug tracking system (https://bugs.debian.org/786473). I am not
2017 Jul 01
2
[PATCH 1/2] nv110/exa: Remove depbars
Removed explicit depar instructions as they're not used by the blob anymore. Signed-off-by: Aaryaman Vasishta <jem456.vasishta at gmail.com> --- src/shader/exac8nv110.fp | 5 ++--- src/shader/exac8nv110.fpc | 10 ++++------ src/shader/exacanv110.fp | 5 ++--- src/shader/exacanv110.fpc | 10 ++++------ src/shader/exacmnv110.fp | 5 ++--- src/shader/exacmnv110.fpc | 10 ++++------
2019 Mar 16
3
[RFC] Making space for a flush-to-zero flag in FastMathFlags
Hi, I need to add a flush-denormals-to-zero (FTZ) flag to FastMathFlags, but we've already used up the 7 bits available in Value::SubclassOptionalData (the "backing storage" for FPMathOperator::getFastMathFlags()). These are the possibilities I can think of: 1. Increase the size of FPMathOperator. This gives us some additional bits for FTZ and other fastmath flags we'd want
2017 Jun 27
4
[PATCH v4] nv110/exa: update sched codes
v4: Updated the wait dependancy bars based on tex component masks. This patch adds proper delays to maxwell exa shaders. Tested with rendercheck -f a8r8g8b8. I am still wondering whether the rd's are required. We could still wait on the write bars instead. eg. see "sched (st 0xf wr 0x1 wt 0x2) (st 0xf wr 0x1 wt 0x2) (st 0xf)" in exacmnv110.fp Trello:
2017 Jun 10
2
[PATCH v3] nv110/exa: update sched codes
This patch adds proper delays to maxwell exa shaders. rendercheck tests seem consistent with/without this patch. I haven't extensively tested them though. Trello: https://trello.com/c/6LPB2EIS/174-update-maxwell-shaders-with-proper-delays Signed-off-by: Aaryaman Vasishta <jem456.vasishta at gmail.com> --- src/shader/exac8nv110.fp | 10 +++++----- src/shader/exac8nv110.fpc | 18
2017 Jun 03
2
[PATCH v2] nv110/exa: update sched codes
v2: Add missing delays This patch adds proper delays to maxwell exa shaders. rendercheck tests seem consistent with/without this patch. I haven't extensively tested them though. Trello: https://trello.com/c/6LPB2EIS/174-update-maxwell-shaders-with-proper-delays Signed-off-by: Aaryaman Vasishta <jem456.vasishta at gmail.com> --- src/shader/exac8nv110.fp | 10 +++++-----
2019 Mar 18
2
[RFC] Making space for a flush-to-zero flag in FastMathFlags
On Sun, Mar 17, 2019 at 1:47 PM Craig Topper <craig.topper at gmail.com> wrote: > Can we move HasValueHandle out of the byte used for SubClassOptionalData and move it to the flags at the bottom of value by shrinking NumUserOperands to 27? I like this approach because it is less work for me. :) But I agree with Sanjay below that this only kicks the can slightly further down the road
2017 Jun 07
2
[PATCH v2] nv110/exa: update sched codes
On Tue, Jun 6, 2017 at 7:15 AM, Samuel Pitoiset <samuel.pitoiset at gmail.com> wrote: > Nice work! > > See my comments below, and double-check if some of them can be applied to > the shaders I didn't review yet. > > I recommend you to test your work because if one sched code is wrong, you > are likely going to kill your card and reboot your box. :-) > > >
2016 Oct 16
2
[PATCH] exa: add GM10x acceleration support
rendercheck -f a8r8g8b8 passes as much as on a GK208, and xv appears to work. Very lightly tested. Instead of sticking coordinates into pushbufs, the vertex shader is modified to read them from a constbuf, indexed by vertex id. This approach could be used for all nvc0 generations, but I didn't want to rock the boat. Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> --- Note: this
2019 Sep 16
3
Handling of FP denormal values
Hi all, While reviewing a recent clang documentation change, I became aware of an issue with the way that clang is handling FP denormals. There is currently some support for variations in the way denormals are handled, but it isn't consistent across architectures and generally feels kind of half-baked. I'd like to discuss possible solutions to this problem. First, there is a clang
2017 Jun 28
1
[PATCH v4] nv110/exa: update sched codes
Hi, On Wed, Jun 28, 2017 at 12:53 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote: > BTW, you can drop those explicit "depbar" ops. I think they're only > needed when you're doing something weird with barriers. Blob doesn't > use them (anymore) > Gotcha. Should I remove them in the same patch or a different one? It seems like the depbar removal is
2017 Jun 08
1
[PATCH v2] nv110/exa: update sched codes
On Thu, Jun 8, 2017 at 5:01 AM, Samuel Pitoiset <samuel.pitoiset at gmail.com> wrote: > > > On 06/07/2017 06:58 PM, Aaryaman Vasishta wrote: > >> >> >> On Tue, Jun 6, 2017 at 7:15 AM, Samuel Pitoiset < >> samuel.pitoiset at gmail.com <mailto:samuel.pitoiset at gmail.com>> wrote: >> >> Nice work! >> >> See my
2016 Oct 27
11
[PATCH v2 0/7] Add Maxwell support
I believe I've addressed all the feedback from the first time around, and also made fixes necessary for GM20x based on testing results. I believe now it should actually work for all GM10x and GM20x. Further, GP10x should be very easy to add, but without someone to actually test I didn't want to claim support for it. Ilia Mirkin (7): exa: add GM10x acceleration support hwdefs: update