similar to: Questions on Blocklinear Mipmaps and auto-sizing

Displaying 20 results from an estimated 90 matches similar to: "Questions on Blocklinear Mipmaps and auto-sizing"

2007 Jun 26
3
[PATCH] Always use mipmaps in cube plugin
Currently, the cube plugin uses mipmapping only when cube is unfolded. When the cube is rotated, mipmaps are not used, which leads to ugly look of textures. The attached patch fixes this. This leads to another kind of artifacts, which are fixable with anisotropic filtering. http://team.pld-linux.org/~wolf/aniso.png The leftmost image is the current state of cube plugin. The center image is with
2024 Sep 11
1
[PATCH v2 3/3] drm/nouveau: Add drm_panic support for nv50+
On Wed, Sep 11, 2024 at 10:19?AM Jocelyn Falempe <jfalempe at redhat.com> wrote: > On 06/09/2024 21:36, James Jones wrote: > > Right, there are 3 iterations of block linear tiling actually. NV50 does > > support scanout of block linear surfaces. All block-linear-capable GPUs > > do. The 3 generations are: > > > > NV5x/G8x/GTXXX line: Original block size.
2014 May 18
0
[PATCH] nv50,nvc0: fix 3d blits with mipmap levels
Make sure to normalize the z coordinates as well as the x/y ones when there are mipmaps present. Fixes 3d mipmap generation, which now uses the blit path. Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> Cc: "10.2" <mesa-stable at lists.freedesktop.org> --- Did a full piglit run on nva8 and nve7 without regressions. The cubemap array mipmap generation test still fails,
2009 Dec 26
2
[MESA PATCH] Fix nv40_miptree_layout pitch
This patch fixes two issues in nv40_miptree_layout. First, pt->width0 is used, which is the size of the whole texture, while width, which is the size of the mipmap level, should be used. Second, the current code does not 64-byte align the pitch of swizzled textures. However, on my NV40 this causes a pgraph error regarding the pitch register (and sometimes a system lockup too), which is fixed
2018 Sep 19
1
Textures Twiddling/Swizzling
Thanks for the last info it was truely helpful. Anyways, I'm currently trying to implement 3D textures into yuzu, as far as I know they are twiddled in a different manner to 2D textures. Could one of you guys point me in the right direction? I've been meddling around: https://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/nouveau/nv50/nv50_tex.c but I can't see where the
2014 Nov 21
3
Second copy engine on GF116
On Fri, Nov 21, 2014 at 1:16 AM, Andy Ritger <aritger at nvidia.com> wrote: > Hi Ilia, > > Actually 0x90b8 is different than copy engine. I'm not very familiar > with it, but 0x90b8 is an engine for performing LZO decompression as > part of performing the copy. It has a variety of limitations (e.g., > cannot handle blocklinear format), and was only in a few Fermi
2014 Nov 25
3
Second copy engine on GF116
On Mon, Nov 24, 2014 at 8:33 PM, Andy Ritger <aritger at nvidia.com> wrote: > On Fri, Nov 21, 2014 at 01:39:55AM -0500, Ilia Mirkin wrote: >> On Fri, Nov 21, 2014 at 1:16 AM, Andy Ritger <aritger at nvidia.com> wrote: >> > Hi Ilia, >> > >> > Actually 0x90b8 is different than copy engine. I'm not very familiar >> > with it, but 0x90b8 is
2019 Jun 13
1
Question on interoperability with Nouveau
Hi guys again. A homebrew developer (homebrew is custom software made for the switch using openGL under nouveau) reported to me that 'glGenerateMipmap' wasn't working on yuzu (Nintendo Switch emulator). I looked into it and I noticed all the triangle data used by nouveau to render the mipmaps was all zeroed out, meaning that probably we don't implement the mechanism you guys use to
2014 Nov 20
2
Second copy engine on GF116
Hello, There's a long-standing bug on nouveau (this is a sample bug, but the issue has been around for a while: https://bugs.freedesktop.org/show_bug.cgi?id=85465) whereby we attempt to use the second PCOPY engine on GF116, and it is sometimes does nothing, despite mmio register 22500 saying that it's not disabled (0x22500 == 0 for this user). In the bug you can see a dump from
2014 Nov 21
0
Second copy engine on GF116
Hi Ilia, Actually 0x90b8 is different than copy engine. I'm not very familiar with it, but 0x90b8 is an engine for performing LZO decompression as part of performing the copy. It has a variety of limitations (e.g., cannot handle blocklinear format), and was only in a few Fermi chips, as I understand it. It is probably easiest to just ignore it. You can distinguish this decompress engine
2024 Sep 13
1
[PATCH v3 2/2] drm/nouveau: Add drm_panic support for nv50+
Add drm_panic support, for nv50+ cards. It's enough to get the panic screen while running Gnome/Wayland on a GTX 1650. It doesn't support multi-plane or compressed format. Support for other formats and older cards will come later. Tiling is only tested on GTX1650, and might be wrong for other cards. Signed-off-by: Jocelyn Falempe <jfalempe at redhat.com> --- v2: * Rebase and drop
2024 Oct 18
2
[PATCH v3 2/2] drm/nouveau: Add drm_panic support for nv50+
On Fri, 2024-09-13 at 09:03 +0200, Jocelyn Falempe wrote: > Add drm_panic support, for nv50+ cards. > It's enough to get the panic screen while running Gnome/Wayland on a > GTX 1650. > It doesn't support multi-plane or compressed format. > Support for other formats and older cards will come later. > Tiling is only tested on GTX1650, and might be wrong for other cards.
2014 Nov 25
0
Second copy engine on GF116
On Fri, Nov 21, 2014 at 01:39:55AM -0500, Ilia Mirkin wrote: > On Fri, Nov 21, 2014 at 1:16 AM, Andy Ritger <aritger at nvidia.com> wrote: > > Hi Ilia, > > > > Actually 0x90b8 is different than copy engine. I'm not very familiar > > with it, but 0x90b8 is an engine for performing LZO decompression as > > part of performing the copy. It has a variety of
2014 Nov 25
0
Second copy engine on GF116
On Tue, Nov 25, 2014 at 10:57:44AM -0500, Ilia Mirkin wrote: > On Mon, Nov 24, 2014 at 8:33 PM, Andy Ritger <aritger at nvidia.com> wrote: > > On Fri, Nov 21, 2014 at 01:39:55AM -0500, Ilia Mirkin wrote: > >> On Fri, Nov 21, 2014 at 1:16 AM, Andy Ritger <aritger at nvidia.com> wrote: > >> > Hi Ilia, > >> > > >> > Actually 0x90b8 is
2024 Oct 21
1
[PATCH v3 2/2] drm/nouveau: Add drm_panic support for nv50+
On 18/10/2024 23:50, Lyude Paul wrote: > On Fri, 2024-09-13 at 09:03 +0200, Jocelyn Falempe wrote: >> Add drm_panic support, for nv50+ cards. >> It's enough to get the panic screen while running Gnome/Wayland on a >> GTX 1650. >> It doesn't support multi-plane or compressed format. >> Support for other formats and older cards will come later. >>
2024 Sep 06
3
[PATCH v2 0/3] drm/nouveau: Add drm_panic support for nv50+
This series adds basic drm_panic support for nouveau. Patches 1-2 Add missing bits in drm_panic (ABGR2101010, private data for set_pixel()) Patch 3 registers nouveau to drm_panic, and handle tiling. I've tested on a GTX1650, while running Gnome/Wayland desktop. It should work on other nv50+ cards, but I didn't test them. To test it, you need to build your kernel with CONFIG_DRM_PANIC=y,
2024 Sep 13
3
[PATCH v3 0/2] drm/nouveau: Add drm_panic support for nv50+
This series adds basic drm_panic support for nouveau. Patches 1 Add ABGR2101010 support in drm_panic. Patch 2 registers nouveau to drm_panic, and handle tiling. I've tested on a GTX1650 (Turing) and GF 8800 GT (Tesla), while running Gnome/Wayland desktop, and in VT. It should work on other nv50+ cards, but I didn't test them. To test it, you need to build your kernel with
2011 Oct 23
2
can't run DirectX applications properly - window garbled
Hello, I have searched, read and tried everything I can think of, but without success. So I really need some help here. The application I am currently trying to use is PixPlant, but I have the same problems with other apps using directx or opengl (I am totally confused now) to display some content. PixPlant is a program for generating textures. It has an area in its main window where it displays
2014 Nov 26
1
Second copy engine on GF116
On 25/11/14 22:05, Andy Ritger wrote: > On Tue, Nov 25, 2014 at 10:57:44AM -0500, Ilia Mirkin wrote: >> On Mon, Nov 24, 2014 at 8:33 PM, Andy Ritger <aritger at nvidia.com> wrote: >>> On Fri, Nov 21, 2014 at 01:39:55AM -0500, Ilia Mirkin wrote: >>>> On Fri, Nov 21, 2014 at 1:16 AM, Andy Ritger <aritger at nvidia.com> wrote: >>>>> Hi Ilia,
2020 Aug 28
0
Wine release 5.16
The Wine development release 5.16 is now available. What's new in this release (see below for details): - Support for x86 AVX registers. - Some ARM64 fixes for macOS. - Still more restructuration of the console support. - Various bug fixes. The source is available from the following locations: https://dl.winehq.org/wine/source/5.x/wine-5.16.tar.xz