similar to: [NV50] application to confirm texture layout

Displaying 20 results from an estimated 200 matches similar to: "[NV50] application to confirm texture layout"

2009 Mar 08
4
[PATCH 1/5] nv50: implement wfb
- Only for sufficiently new xserver's and exa_driver_pixmaps. --- src/nouveau_exa.c | 217 +++++++++++++++++++++++++++++++++++++++++++++++++++-- src/nv_driver.c | 51 +++++++++++-- src/nv_proto.h | 4 + src/nv_type.h | 12 +++- 4 files changed, 267 insertions(+), 17 deletions(-) diff --git a/src/nouveau_exa.c b/src/nouveau_exa.c index 93fc3c5..074a226 100644 ---
2017 May 18
0
[PATCH v3] drm: Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ to UAPI
vmwgfx part: Reviewed-by: Sinclair Yeh <syeh at vmware.com> On Wed, May 17, 2017 at 09:39:11PM -0400, Robert Foss wrote: > Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ defines to the UAPI > as a convenience. > > Ideally the DRM_ROTATE_ and DRM_REFLECT_ property ids are looked up > through the atomic API, but realizing that userspace is likely to take > shortcuts and assume
2017 May 22
0
[PATCH v4 2/2] drm: Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ to UAPI
On Fri, May 19, 2017 at 04:50:17PM -0400, Robert Foss wrote: > Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ defines to the UAPI > as a convenience. > > Ideally the DRM_ROTATE_ and DRM_REFLECT_ property ids are looked up > through the atomic API, but realizing that userspace is likely to take > shortcuts and assume that the enum values are what is sent over the > wire. >
2017 May 22
0
[PATCH v4 2/2] drm: Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ to UAPI
On Fri, May 19, 2017 at 04:50:17PM -0400, Robert Foss wrote: > Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ defines to the UAPI > as a convenience. > > Ideally the DRM_ROTATE_ and DRM_REFLECT_ property ids are looked up > through the atomic API, but realizing that userspace is likely to take > shortcuts and assume that the enum values are what is sent over the > wire. >
2017 May 19
2
[PATCH v4 2/2] drm: Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ to UAPI
Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ defines to the UAPI as a convenience. Ideally the DRM_ROTATE_ and DRM_REFLECT_ property ids are looked up through the atomic API, but realizing that userspace is likely to take shortcuts and assume that the enum values are what is sent over the wire. As a result these defines are provided purely as a convenience to userspace applications.
2017 May 18
5
[PATCH v3] drm: Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ to UAPI
Add DRM_MODE_ROTATE_ and DRM_MODE_REFLECT_ defines to the UAPI as a convenience. Ideally the DRM_ROTATE_ and DRM_REFLECT_ property ids are looked up through the atomic API, but realizing that userspace is likely to take shortcuts and assume that the enum values are what is sent over the wire. As a result these defines are provided purely as a convenience to userspace applications.
2015 Sep 27
2
[Bug 92136] New: WebGL Conformance conformance/textures/texture-size-limit.html -> system freeze
https://bugs.freedesktop.org/show_bug.cgi?id=92136 Bug ID: 92136 Summary: WebGL Conformance conformance/textures/texture-size-limit.html -> system freeze Product: Mesa Version: unspecified Hardware: Other OS: All Status: NEW Severity: normal Priority:
2008 Mar 19
0
Knights of the Old Republic 2 Texture problem
I was able to install the game without any issue, applied a nocd crack, and have attempted to run it. While the first few screens are fine, anything that involves 3d models look...well...weird. I have a screenshot: [Image: http://img231.imageshack.us/img231/8821/screenshotmt6.th.png ] (http://img231.imageshack.us/my.php?image=screenshotmt6.png)
2010 Sep 08
2
Lineage 2 texture problem
Greetings, I have a problem concerning lineage 2. The game starts, fonts are ok, I can connect, but any character, doesn't matter if I'm at create screen or I select from the characters already created, they have problem with texture. In the game, the same thing, I can't see monsters, I can't see myself, only my head...and I'm moving like a robot. I attached some pictures for
2008 Jul 16
1
texture problem with "sam and max season 1"
Hi. I can see in the AppDB that this game works correctly. And it works, but I have a graphic problem (see the image). http://img141.imageshack.us/my.php?image=schermataae6.png what kind of problem is this? could someone help me?
2009 Mar 09
2
Where did the nv50 texture unit setup come from?
I'm especially interested in the original data that was used to derive the constant buffer arguments. I'm looking for the texture unit switch for tiling format, and i'm hoping the original data will easily reveal it. Maarten.
2009 Apr 17
1
NV40 Cubic Texture HW Mip Map Generation
Hello, I have been looking at cubic texture mapping for a bit, and I have found that hw mipmap generation doesn't work at all or the textures are all messed up (normal 2d work fine). This is with linear textures. Also of note is that software mipmap generation works fine. I have done sanity checks for the miptree pitches, offsets, etc and everything seems to match up fine for both the
2012 Dec 08
0
[Bug 57737] Texture sizes > 2048 result in system lockups with Nouveau
https://bugs.freedesktop.org/show_bug.cgi?id=57737 Jos? Fonseca <jfonseca at vmware.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Assignee|jfonseca at vmware.com |nouveau at lists.freedesktop.o | |rg CC|
2009 Mar 05
0
NV50 texture layout added to http://nouveau.freedesktop.org/wiki/Surface_Layouts
I've got a preliminary wfb implementation, but it still has issues. In the meantime i've added what i know to the wiki. Maarten.
2009 Mar 18
1
texture layout test
I come back on this matter because I was away when you posted it. I read you've got enough feedback for NV86 cards but mine doesn't seem to match your assumptions: [...] x 197 y 151 offset 38734 offset_expected 38478 x 198 y 151 offset 38735 offset_expected 38479 [...] I didn't touch the source code, so it's in NV84_MODE. The complete output is available at
2011 Mar 11
1
[Bug 35222] New: xvideo : NV17 Video Texture support
https://bugs.freedesktop.org/show_bug.cgi?id=35222 Summary: xvideo : NV17 Video Texture support Product: xorg Version: git Platform: All OS/Version: Linux (All) Status: NEW Severity: enhancement Priority: medium Component: Driver/nouveau AssignedTo: nouveau at lists.freedesktop.org
2014 Feb 14
0
[PATCH] drm/nv50/gr: decode texture trap status code
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> --- Statuses derived from envytools, as usual. Not 100% sure about the "any" thing, but it makes sense... drivers/gpu/drm/nouveau/core/engine/graph/nv50.c | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/drivers/gpu/drm/nouveau/core/engine/graph/nv50.c b/drivers/gpu/drm/nouveau/core/engine/graph/nv50.c
2014 Jul 05
0
[PATCH] nvc0: do quadops on the right texture coordinates for TXD
handleTEX moves the layer as the first argument. This makes sure that the quadops deal with the texture coordinates. Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu> Cc: <mesa-stable at lists.freedesktop.org> --- src/gallium/drivers/nouveau/codegen/nv50_ir_lowering_nvc0.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git
2015 Jan 02
0
[PATCH] nv50: enable texture compression
As I mentioned on IRC, I think that some color formats are compressible. Would be nice to figure out which... e.g. trace the blob, or just try stuff. On Thu, Jan 1, 2015 at 9:56 PM, Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de> wrote: > We enable compression only for some supported formats > > Suggested-by: Ilia Mirkin <imirkin at alum.mit.edu> >
2015 Jan 02
0
[PATCH v2] nv50: enable texture compression
On Fri, Jan 2, 2015 at 6:09 PM, Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de> wrote: > We enable compression only for some supported formats > > Suggested-by: Ilia Mirkin <imirkin at alum.mit.edu> > Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de> > --- > src/gallium/drivers/nouveau/nv50/nv50_miptree.c | 23