On 11/02/2011 06:02 PM, Yuanhan Liu wrote:
On Wed, Nov 02, 2011 at 12:48:23PM -0700, Ian Romanick wrote:
On 11/02/2011 12:04 PM, tom fogal wrote:
It's been three months since 7.11 came out.  Have there been any
thoughts on a 7.11.1 release date?

"Soon."  After the last big round of cherry picking that I did, our
internal QA has been running the full round of tests, and they've
found one or two regressions (e.g., bug #42268).

Hi Ian, I sent out a patch[0] to fix this issue. Did you see that?

[0]: [PATCH] intel: don't call unmap pbo if pbo is not mapped

Somehow I missed that patch. I've modified the commit message slightly, and I've pushed it. Thanks!

Thanks,
Yuanhan Liu

Once those get
resolved, I don't think there's anything to hold up a release.

Eugeni or Gordon might have some thoughts.

Also, any qualms about me cherry-picking the 'NormalMatrix' fix below
into 7.11?

I think that one should be safe.  It has sat on master for awhile,
and there haven't been any regressions reported.  There are probably
a couple similar fixes on master that could get picked over.

Thanks,

-tom

commit cc4ddc3a1e4bbe5fccd03b39b3590368be8c172f
Author: Eric Anholt<e...@anholt.net>
Date:   Tue Oct 18 17:17:28 2011 -0700

     glsl: Fix gl_NormalMatrix swizzle setup to match i965's invariants.

     A driver trying to set up builtin uniforms is faced with a problem:
     How do I walk the ir_variable structure (representing an array of
     structs, or array of matrices, or struct, or whatever), and set up
     driver structures so that dereference of that uniform gets the
     corresponding ParameterValues[] entry.  The rule in general is that
     each corresponding vector-sized field of an array of structs is one
     builtin uniform state slot.  i965 relied on another invariant: each
     state slot has a number of unique channel swizzles corresponding to
     the number of elements in the field's vector, to avoid needing to walk
     the glsl_type in parallel to get at vector_elements.

     All of the builtin uniforms followed this behavior, except for
     gl_NormalMatrix.  That's a mat3 (so 3 vec3s), but it was swizzled as 3
     vec4s.

     Fixes piglit glsl-fs-normalmatrix.
     Reviewed-by: Paul Berry<stereotype...@gmail.com>

  src/glsl/ir_variable.cpp |    6 +++---
  1 files changed, 3 insertions(+), 3 deletions(-)
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