Re: [Mesa-dev] Mesa (d3d1x): d3d1x: add new Direct3D 10/11 COM state tracker for Gallium

2010-09-22 Thread Patrick Baggett

 On 9/21/2010 9:37 PM, James McKenzie wrote:
 I just read a comment that you made in the Mesa mailing list and am 
seriously concerned about it:


It only attempts to prevent reverse engineering, disassembly and 
decompilation, and does not grant
you distribution rights under copyright law in the case that you 
distribute Microsoft code to run

on non-Windows platform or license it under a copyleft license.

Please keep in mind that Microsoft has been 'tightening' their EULA 
agreements.  Before you go out

and do something like what you expressed here:

"I just looked at the d3d11TokenizedProgramFormat.h header because the 
documentation on MSDN says

that the shader bytecode format is documented in that file"

bear that Microsoft does track what is being done with their code. If 
you step over the line, they
will 'nail' you.  They give absolutely NO warning. One user decided to 
work with WMP 10 to get it
to work under RedHat.  He was given a court order to 'cease and 
desist' all work in this manner.


This is why the Wine project and its predecessors Project Odinn and 
the WineOS/2 project have always
kept a hands off and no peaking 'under the hood' policy.  No FOSS 
project wants a visit from any Justice
Department, any Copyright office and lastly no visit from the Thugs 
Who Work for Microsoft.


Again, if you feel that what you did is justified, then you are so.  
Also, keep in mind that your code
can be blocked in countries that strictly enforce the Microsoft EULAs 
(the United States is one of them.)


Very respectfully,

James McKenzie
I'm not a lawyer, and I don't play one on TV.  However, I have been 
around for the US versus IBM and US versus Microsoft cases

The US Government lost both of them.




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I hate hate hate to ask, but doesn't this precedent 
http://en.wikipedia.org/wiki/Sega_v._Accolade cover it? It seems like 
it'd be hard to argue that this examining of copyrighted material wasn't 
done for the sake of interoperability and that there were other means of 
figuring out what these tokens might be. This probably isn't the place 
to have such a discussion, but I'd bet $20 that this would be upheld, 
you know, if Microsoft didn't appeal the case until the defendant ran 
out of money. Such is America. :\


Patrick
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[Mesa-dev] [Bug 30220] Change windowExistsErrorHandler to drawableExistsErrorHandler in glxcmds.c ?

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30220

--- Comment #3 from Christopher James Halse Rogers  
2010-09-22 00:42:15 PDT ---
The code posted applies to mesa 7.8, but has been removed in 7.9.  It would be
useful to
a) Test if this bug still applies to mesa 7.9 from git (I've been told it
applies to a snapshot from 2010/09/09, but haven't been able to reproduce it
myself).

and if it still occurs, then
b) Port the patch to the 7.9 branch & master.

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[Mesa-dev] [Bug 29910] Mesa advertises bogus GL_ARB_shading_language_120

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29910

--- Comment #9 from Kenneth Graunke  2010-09-22 01:00:15 
PDT ---
Created an attachment (id=38867)
 View: https://bugs.freedesktop.org/attachment.cgi?id=38867
 Review: https://bugs.freedesktop.org/review?bug=29910&attachment=38867

Patch that compiles, but doesn't work

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[Mesa-dev] [Bug 29910] Mesa advertises bogus GL_ARB_shading_language_120

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29910

--- Comment #10 from Kenneth Graunke  2010-09-22 
01:03:57 PDT ---
Unfortunately, the patch breaks the build for me:
brw_context.c:45:35: error: array type has incomplete element type
brw_context.c:46:22: error: ‘GL_VERSION_2_1_functions’ undeclared here (not in
a function)
brw_context.c: In function ‘brwCreateContext’:
brw_context.c:163:4: warning: implicit declaration of function
‘driInitExtensions’
brw_context.c: At top level:
brw_context.c:45:35: warning: ‘gl_21_extension’ defined but not used

I attached a patch which moves this to intel_extensions.c, where it probably
belongs...unfortunately, it doesn't /work/...running a random piglit test
gives:

Mesa 7.10-devel implementation error: Trying to enable unknown extension:
GL_VERSION_2_1

Perhaps you really just want to call _mesa_enable_2_1_extensions?

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[Mesa-dev] separate depth and stencil buffers in gallium

2010-09-22 Thread Dave Airlie
So Evergreen hardware appears to have only completely separate depth
and stencil buffers and doesn't natively support a combnined DS buffer
from what I can see. I'm awaiting clarification from AMD.

Now gallium and st/mesa seem to be quite dedicated to the whole
combined DS cause.

I'm mainly posting just wondering if anyone else has considered this
or any other hardware this might be useful for exists, or if anyone
can speak to the pitfalls I'll face.

I've got some initial done in 30 mins hacks
http://cgit.freedesktop.org/~airlied/mesa/log/?h=sep-zs

Dave.
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Re: [Mesa-dev] separate depth and stencil buffers in gallium

2010-09-22 Thread Keith Whitwell
On Wed, Sep 22, 2010 at 10:30 AM, Dave Airlie  wrote:
> So Evergreen hardware appears to have only completely separate depth
> and stencil buffers and doesn't natively support a combnined DS buffer
> from what I can see. I'm awaiting clarification from AMD.
>
> Now gallium and st/mesa seem to be quite dedicated to the whole
> combined DS cause.

What formats exactly does it support?

It's interesting because DX10 (and presumably 11) always talk about
combined buffers - but the abstraction is such (with staging
resources, no direct mapping of the buffers, etc) that there's nothing
which constrains the layout to be an interleaved depth+stencil.   IE.
you could quite happily allocate the combined depth/stencil as a
planar depth buffer and a separate planar stencil buffer - both hidden
behind the same resource handle.

I would have hoped we'd have the same flexibility in gallium -
basically that nobody should be able to tell whether depth & stencil
are swizzled together or separate.

The obvious case where the app & state tracker might be alerted to
your unusual layout is in transfers.  An interim solution would be to
swizzle/unswizzle depth buffer transfer data (or organize for the card
to do so for you).


> I'm mainly posting just wondering if anyone else has considered this
> or any other hardware this might be useful for exists, or if anyone
> can speak to the pitfalls I'll face.
>
> I've got some initial done in 30 mins hacks
> http://cgit.freedesktop.org/~airlied/mesa/log/?h=sep-zs

I'll take a look.

Keith
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Re: [Mesa-dev] separate depth and stencil buffers in gallium

2010-09-22 Thread Dave Airlie
On Wed, Sep 22, 2010 at 7:50 PM, Keith Whitwell
 wrote:
> On Wed, Sep 22, 2010 at 10:30 AM, Dave Airlie  wrote:
>> So Evergreen hardware appears to have only completely separate depth
>> and stencil buffers and doesn't natively support a combnined DS buffer
>> from what I can see. I'm awaiting clarification from AMD.
>>
>> Now gallium and st/mesa seem to be quite dedicated to the whole
>> combined DS cause.
>
> What formats exactly does it support?

It looks like Z16,24 and a 32-float, along with I think an S8 stencil
(its a one bit format).

I'm not sure if the Z24 is packed or its actually X8Z24, this only
matters when I need to know
what size buffers to allocate in the DDX for passing over DRI2.
>
> It's interesting because DX10 (and presumably 11) always talk about
> combined buffers - but the abstraction is such (with staging
> resources, no direct mapping of the buffers, etc) that there's nothing
> which constrains the layout to be an interleaved depth+stencil.   IE.
> you could quite happily allocate the combined depth/stencil as a
> planar depth buffer and a separate planar stencil buffer - both hidden
> behind the same resource handle.

Yeah thats what I'm wondering if I should just hide this all in the
driver resource handling.

The hw is a bit messy anyways, we can't attach DB direct to texture,
we have to flush it out
via a DB->CB rendering pass, so I think its probably possible with
sufficent shader to make it
produce a combined ZS from the separated buffers. I'


> I would have hoped we'd have the same flexibility in gallium -
> basically that nobody should be able to tell whether depth & stencil
> are swizzled together or separate.
>
> The obvious case where the app & state tracker might be alerted to
> your unusual layout is in transfers.  An interim solution would be to
> swizzle/unswizzle depth buffer transfer data (or organize for the card
> to do so for you).
>
>
>> I'm mainly posting just wondering if anyone else has considered this
>> or any other hardware this might be useful for exists, or if anyone
>> can speak to the pitfalls I'll face.
>>
>> I've got some initial done in 30 mins hacks
>> http://cgit.freedesktop.org/~airlied/mesa/log/?h=sep-zs

So I'm guessing I've taken the wrong approach here from reading this,
I should probably not expose this to gallium, and just make sure the DDX
allocates a large enough buffer for two planes.

Hopefully Alex can dig out some more info.

Thanks,
Dave.
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Re: [Mesa-dev] separate depth and stencil buffers in gallium

2010-09-22 Thread Keith Whitwell
On Wed, Sep 22, 2010 at 11:15 AM, Dave Airlie  wrote:

>>> I'm mainly posting just wondering if anyone else has considered this
>>> or any other hardware this might be useful for exists, or if anyone
>>> can speak to the pitfalls I'll face.
>>>
>>> I've got some initial done in 30 mins hacks
>>> http://cgit.freedesktop.org/~airlied/mesa/log/?h=sep-zs
>
> So I'm guessing I've taken the wrong approach here from reading this,
> I should probably not expose this to gallium, and just make sure the DDX
> allocates a large enough buffer for two planes.
>

This sounds good, especially if sampling needs yet more logic.

Presumably things like Hyper-Z require their own, additional storage?

Keith
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Re: [Mesa-dev] separate depth and stencil buffers in gallium

2010-09-22 Thread Dave Airlie
On Wed, Sep 22, 2010 at 8:20 PM, Keith Whitwell
 wrote:
> On Wed, Sep 22, 2010 at 11:15 AM, Dave Airlie  wrote:
>
 I'm mainly posting just wondering if anyone else has considered this
 or any other hardware this might be useful for exists, or if anyone
 can speak to the pitfalls I'll face.

 I've got some initial done in 30 mins hacks
 http://cgit.freedesktop.org/~airlied/mesa/log/?h=sep-zs
>>
>> So I'm guessing I've taken the wrong approach here from reading this,
>> I should probably not expose this to gallium, and just make sure the DDX
>> allocates a large enough buffer for two planes.
>>
>
> This sounds good, especially if sampling needs yet more logic.
>
> Presumably things like Hyper-Z require their own, additional storage?

the HiZ/HiS on r600 needs VRAM allocated, thinking about it now I
wonder if we need to group that allocation with the depth alloc, esp
for the whole GLX context sharing stuff.

I suppose r300g has similar issues, though the HiZ/Zmask on those GPUs
is internal.

Dave.
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[Mesa-dev] [Bug 30220] Change windowExistsErrorHandler to drawableExistsErrorHandler in glxcmds.c ?

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30220

--- Comment #4 from jpsinthe...@verizon.net 2010-09-22 03:44:59 PDT ---
(In reply to comment #3)
> The code posted applies to mesa 7.8, but has been removed in 7.9.  It would be
> useful to
> a) Test if this bug still applies to mesa 7.9 from git (I've been told it
> applies to a snapshot from 2010/09/09, but haven't been able to reproduce it
> myself).
> 
> and if it still occurs, then
> b) Port the patch to the 7.9 branch & master.

Thanks for looking at this. So, do I understand correctly, that the patch is ok
on Mesa-7.8.x ? If this is so, then everyone now using KDE-4.5.x (and
presumably Mesa-7.8.x), can use it.

I'd love also to test it out on 7.9 -- but I tried several weeks ago and ran
into trouble -- I think with the intel driver (xf86-video-intel-2.12.0). I'll
try again and get back to you on this.

Have you or anyone had a chance to look at BUG #30217 ?

thanks again

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[Mesa-dev] [Bug 30124] Mesa 7.9 release tracker

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30124

Bug 30124 depends on bug 29849, which changed state.

Bug 29849 Summary: [llvmpipe] piglit glsl-fs-pointcoord regression
https://bugs.freedesktop.org/show_bug.cgi?id=29849

   What|Old Value   |New Value

 Resolution||FIXED
 Status|REOPENED|RESOLVED

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[Mesa-dev] Current tinderbox regression (mesa dri/i965)

2010-09-22 Thread Chris Ball
http://tinderbox.x.org/builds/2010-09-22-0001/logs/libGL/#build

brw_context.c:45: error: array type has incomplete element type
brw_context.c:46: error: 'GL_VERSION_2_1_functions' undeclared here
brw_context.c: In function 'brwCreateContext':
brw_context.c:163: warning: implicit declaration of function 'driInitExtensions'
gmake[6]: *** [brw_context.o] Error 1

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[Mesa-dev] [Bug 29910] Mesa advertises bogus GL_ARB_shading_language_120

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29910

--- Comment #11 from Kristian Høgsberg  2010-09-22 08:09:30 
PDT ---
commit b91dba49e0b08b18dbd6c477facdcc7b5472c8c7
Author: Kristian Høgsberg 
Date:   Wed Sep 22 11:01:11 2010 -0400

intel: Fix GL_ARB_shading_language_120 commit

Fix commit e7087175f8a04f777403366fb34b58edd00f4d60.  Move the reference to
GL_VERSION_2_1_functions to intel_extensions.c where it's available,
don't try to enable a non-existing extension and advertise 1.20 for all
intel chipsets, not just GEN4 and up.

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Re: [Mesa-dev] Current tinderbox regression (mesa dri/i965)

2010-09-22 Thread Kristian Høgsberg
Should be fixed by b91dba49e0b08b18dbd6c477facdcc7b5472c8c7.

On Wed, Sep 22, 2010 at 9:47 AM, Chris Ball  wrote:
> http://tinderbox.x.org/builds/2010-09-22-0001/logs/libGL/#build
>
> brw_context.c:45: error: array type has incomplete element type
> brw_context.c:46: error: 'GL_VERSION_2_1_functions' undeclared here
> brw_context.c: In function 'brwCreateContext':
> brw_context.c:163: warning: implicit declaration of function 
> 'driInitExtensions'
> gmake[6]: *** [brw_context.o] Error 1
>
> --
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Re: [Mesa-dev] Current tinderbox regression (mesa dri/i965)

2010-09-22 Thread Brian Paul
Thanks, Kristian.  I was about to commit a similar fix.

-Brian


2010/9/22 Kristian Høgsberg :
> Should be fixed by b91dba49e0b08b18dbd6c477facdcc7b5472c8c7.
>
> On Wed, Sep 22, 2010 at 9:47 AM, Chris Ball  wrote:
>> http://tinderbox.x.org/builds/2010-09-22-0001/logs/libGL/#build
>>
>> brw_context.c:45: error: array type has incomplete element type
>> brw_context.c:46: error: 'GL_VERSION_2_1_functions' undeclared here
>> brw_context.c: In function 'brwCreateContext':
>> brw_context.c:163: warning: implicit declaration of function 
>> 'driInitExtensions'
>> gmake[6]: *** [brw_context.o] Error 1
>>
>> --
>> Chris Ball   
>> One Laptop Per Child
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[Mesa-dev] [Bug 30318] [glsl2] glean glsl1 test "texcoord varying" does not work

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30318

--- Comment #1 from Ian Romanick  2010-09-22 09:47:57 PDT 
---
We removed this test from the piglit list because we determined that the test
was incorrect.  By default gl_TexCoord is declared as 'vec4 gl_TexCoord[]'
(dimensionless).  The spec says that an array accessed with an index that is
not a constant valued expression must be dimensioned.

Here's the piglit commit:

commit c6146f121e2f9319aa87631dcc024b208acf7829
Author: Eric Anholt 
Date:   Thu Aug 5 16:20:15 2010 -0700

glean: Flag the glsl1 test "texcoord varying" as being invalid GLSL.

It accesses the builtin unsized array gl_TexCoord[] with a
non-constant expression without sizing the array first.  See piglit
glsl-texcoord-array for a working version of this tset.

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[Mesa-dev] [Bug 29910] Mesa advertises bogus GL_ARB_shading_language_120

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29910

--- Comment #12 from Ian Romanick  2010-09-22 09:51:08 
PDT ---
This looks fine for now, and I'm going to cherry-pick both patches to 7.9.  In
the future we will want to expose the supported versions as a bitmask.  In
later versions of OpenGL core profile the older shading languages cease to be
supported.  This may also allow a more unified method for testing support for
GLSL ES (which is version 1.00).

There will be a lot of other changes required to support this, so we can cross
that bridge when we come to it.

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[Mesa-dev] [Bug 30318] [glsl2] glean glsl1 test "texcoord varying" does not work

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30318

--- Comment #2 from Brian Paul  2010-09-22 10:01:02 PDT ---
OK, it looks like this changed at some point.  The original GLSL Orange book
defined the array as varying vec4 gl_TexCoord[gl_MaxTextureCoords].

I'd rather see the glean test fixed than flagged as illegal though.

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[Mesa-dev] [Bug 30318] [glsl2] glean glsl1 test "texcoord varying" does not work

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30318

Brian Paul  changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED

--- Comment #3 from Brian Paul  2010-09-22 10:03:57 PDT ---
Fixed glean glsl1 "texcoord varying" with commit
390b0392f25dc85080a9a5c2a69926c290873e38

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[Mesa-dev] [Bug 30124] Mesa 7.9 release tracker

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30124

Bug 30124 depends on bug 29848, which changed state.

Bug 29848 Summary: [llvmpipe] piglit point-sprite regression
https://bugs.freedesktop.org/show_bug.cgi?id=29848

   What|Old Value   |New Value

 Resolution||FIXED
 Status|REOPENED|RESOLVED

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Re: [Mesa-dev] Removing ARB_imaging subset extensions

2010-09-22 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jakob Bornecrantz wrote:
> On 20 sep 2010, at 19.58, Luca Barbieri wrote:
>> nVidia dropped hardware support starting from nv40.
>>
>> For texture compression, S3TC or R-component-only textures should
>> usually be a better option, and for other uses shader-based techniques
>> are more flexible.
> 
> The advantage is that lookup is done before filtering, while with
> shaders you need to do the filtering yourself.
> 
> IIRC from XDS weren't there some ES extension that actually fit what
> hardware does better, or doesn't it fit the needs of apps as well? Then
> again I'm not for keeping this code.

On OpenGL ES there is GL_OES_compressed_paletted_texture.

http://www.khronos.org/registry/gles/extensions/OES/OES_compressed_paletted_texture.txt

I got to thinking about paletted textures a bit more.  The OES extension
isn't that much better for us.  Hardware still can't really use palettes
because you can still have the case where there are more texture
palettes than hardware palettes.  This means that hardware with fewer
hardware palettes than texture units has to expand every texture to full
RGBA all the time.  That basically makes the extension worthless.

The one advantage of the OES extension over the EXT is that the palette
is fixed at texture upload in the OES version.  In the EXT version the
palette can change at any time.

It seems that if we want to support any of this, including the OES
extension, we want a way to have both a paletted and an RGBA version of
each texture.  This allows the driver to pick the version of the texture
that will work at any time.

If we care about supporting the OES extension, the existing palette
support should probably stay.
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[Mesa-dev] [Bug 30333] New: DXT compressed SRGB textures cause assert failure

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30333

   Summary: DXT compressed SRGB textures cause assert failure
   Product: Mesa
   Version: git
  Platform: Other
OS/Version: All
Status: NEW
  Severity: normal
  Priority: medium
 Component: Mesa core
AssignedTo: mesa-dev@lists.freedesktop.org
ReportedBy: thomas.jo...@utoronto.ca


If a SRGB compressed format is chosen as the internal format of a texture that
is not already compressed the compression will cause an assertion fail in a
debug build of mesa because the assert is too narrow, it should accept sRGB
compressed destination formats as well.

main/texcompress_s3tc.c:170: _mesa_texstore_rgb_dxt1: Assertion `dstFormat ==
MESA_FORMAT_RGB_DXT1' failed.

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Re: [Mesa-dev] separate depth and stencil buffers in gallium

2010-09-22 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Dave Airlie wrote:
> So Evergreen hardware appears to have only completely separate depth
> and stencil buffers and doesn't natively support a combnined DS buffer
> from what I can see. I'm awaiting clarification from AMD.
> 
> Now gallium and st/mesa seem to be quite dedicated to the whole
> combined DS cause.
> 
> I'm mainly posting just wondering if anyone else has considered this
> or any other hardware this might be useful for exists, or if anyone
> can speak to the pitfalls I'll face.

Since separate depth / stencil is a required feature in some late
version of DX (11?), you can be sure that it will start appearing in
other hardware over the next year or so.
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[Mesa-dev] [PATCH] intel: Add more sandybridge device ids.

2010-09-22 Thread Robert Hooker
From: Robert Hooker 

This prevents failures like this when using one of these devices:

Unrecognized deviceID 116
X Error of failed request:  BadAlloc (insufficient resources for operation)
  Major opcode of failed request:  155 (GLX)
  Minor opcode of failed request:  3 (X_GLXCreateContext)
  Serial number of failed request:  21
  Current serial number in output stream:  24

The full list of new id's was obtained from commit 53767cc0d0a58d36cd445d
in xf86-video-intel.

Signed-off-by: Robert Hooker 
---
 src/mesa/drivers/dri/intel/intel_chipset.h |   20 ++--
 src/mesa/drivers/dri/intel/intel_context.c |   11 +++
 2 files changed, 25 insertions(+), 6 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_chipset.h 
b/src/mesa/drivers/dri/intel/intel_chipset.h
index b5f180b..b17e608 100644
--- a/src/mesa/drivers/dri/intel/intel_chipset.h
+++ b/src/mesa/drivers/dri/intel/intel_chipset.h
@@ -71,9 +71,13 @@
 #define PCI_CHIP_ILD_G  0x0042
 #define PCI_CHIP_ILM_G  0x0046
 
-#define PCI_CHIP_SANDYBRIDGE   0x0102
-#define PCI_CHIP_SANDYBRIDGE_M 0x0106
-#define PCI_CHIP_SANDYBRIDGE_M_D0  0x0126
+#define PCI_CHIP_SANDYBRIDGE_GT1   0x0102
+#define PCI_CHIP_SANDYBRIDGE_GT2   0x0112
+#define PCI_CHIP_SANDYBRIDGE_GT2_PLUS  0x0122
+#define PCI_CHIP_SANDYBRIDGE_M_GT1 0x0106
+#define PCI_CHIP_SANDYBRIDGE_M_GT2 0x0116
+#define PCI_CHIP_SANDYBRIDGE_M_GT2_PLUS0x0126
+#define PCI_CHIP_SANDYBRIDGE_S_GT  0x010A
 
 #define IS_MOBILE(devid)   (devid == PCI_CHIP_I855_GM || \
 devid == PCI_CHIP_I915_GM || \
@@ -119,9 +123,13 @@
 /* Compat macro for intel_decode.c */
 #define IS_IRONLAKE(devid) IS_GEN5(devid)
 
-#define IS_GEN6(devid) (devid == PCI_CHIP_SANDYBRIDGE || \
-devid == PCI_CHIP_SANDYBRIDGE_M || \
-devid == PCI_CHIP_SANDYBRIDGE_M_D0)
+#define IS_GEN6(devid) (devid == PCI_CHIP_SANDYBRIDGE_GT1 || \
+devid == PCI_CHIP_SANDYBRIDGE_GT2 || \
+devid == PCI_CHIP_SANDYBRIDGE_GT2_PLUS || \
+devid == PCI_CHIP_SANDYBRIDGE_M_GT1 || \
+devid == PCI_CHIP_SANDYBRIDGE_M_GT2 || \
+devid == PCI_CHIP_SANDYBRIDGE_M_GT2_PLUS || \
+devid == PCI_CHIP_SANDYBRIDGE_S_GT)
 
 #define IS_965(devid)  (IS_GEN4(devid) || \
 IS_G4X(devid) || \
diff --git a/src/mesa/drivers/dri/intel/intel_context.c 
b/src/mesa/drivers/dri/intel/intel_context.c
index 109c670..a12e90a 100644
--- a/src/mesa/drivers/dri/intel/intel_context.c
+++ b/src/mesa/drivers/dri/intel/intel_context.c
@@ -163,6 +163,17 @@ intelGetString(GLcontext * ctx, GLenum name)
   case PCI_CHIP_ILM_G:
  chipset = "Intel(R) Ironlake Mobile";
  break;
+  case PCI_CHIP_SANDYBRIDGE_GT1:
+  case PCI_CHIP_SANDYBRIDGE_GT2:
+  case PCI_CHIP_SANDYBRIDGE_GT2_PLUS:
+  case PCI_CHIP_SANDYBRIDGE_S_GT:
+ chipset = "Intel(R) Sandybridge Desktop";
+ break;
+  case PCI_CHIP_SANDYBRIDGE_M_GT1:
+  case PCI_CHIP_SANDYBRIDGE_M_GT2:
+  case PCI_CHIP_SANDYBRIDGE_M_GT2_PLUS:
+ chipset = "Intel(R) Sandybridge Mobile";
+ break;
   default:
  chipset = "Unknown Intel Chipset";
  break;
-- 
1.7.2

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[Mesa-dev] D3D1x Revert

2010-09-22 Thread Corbin Simpson
Can I revert this merge out of master? The Wine developers that
contribute to Mesa are feeling very alienated by this code, and I
think that it could stand to have some more discussion, especially
about its legality.

~ C.

-- 
When the facts change, I change my mind. What do you do, sir? ~ Keynes

Corbin Simpson

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[Mesa-dev] [Bug 30335] New: commit 17eace581d25a626a7d75d9d1205d012cbb14a6e broke mesa

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30335

   Summary: commit 17eace581d25a626a7d75d9d1205d012cbb14a6e broke
mesa
   Product: Mesa
   Version: git
  Platform: Other
OS/Version: All
Status: NEW
  Severity: blocker
  Priority: medium
 Component: Other
AssignedTo: mesa-dev@lists.freedesktop.org
ReportedBy: virtuous...@gmail.com


after commit 17eace581d25a626a7d75d9d1205d012cbb14a6e building fails with:
x86_64-pc-linux-gnu-gcc -m32 -c -o state_tracker/st_manager.o
state_tracker/st_manager.c -DFEATURE_GL=1 -D_GNU_SOURCE -DPTHREADS
-DHAVE_POSIX_MEMALIGN -DUSE_XCB -DGLX_USE_TLS -DPTHREADS
-DUSE_EXTERNAL_DXTN_LIB=1 -DIN_DRI_DRIVER -DGLX_DIRECT_RENDERING
-DGLX_INDIRECT_RENDERING -DHAVE_ALIAS -DHAVE_XCB_DRI2 -DHAVE_LIBUDEV
-DHAVE_XEXTPROTO_71 -I../../include -I../../src/glsl -I../../src/mesa
-I../../src/mapi -I../../src/gallium/include -I../../src/gallium/auxiliary 
-march=k8-sse3 -O2 -pipe -ffast-math -Wall -Wmissing-prototypes -std=c99
-ffast-math -fvisibility=hidden -fno-strict-aliasing -m32 -fPIC -m32
-DUSE_X86_ASM -DUSE_MMX_ASM -DUSE_3DNOW_ASM -DUSE_SSE_ASM
state_tracker/st_manager.c: In function ‘st_manager_get_egl_image_surface’:
state_tracker/st_manager.c:797:4: error: too many arguments to function
‘smapi->get_egl_image’
gmake[2]: *** [state_tracker/st_manager.o] Error 1

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[Mesa-dev] [Bug 30335] commit 17eace581d25a626a7d75d9d1205d012cbb14a6e broke mesa

2010-09-22 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=30335

Sergey Kondakov  changed:

   What|Removed |Added

 AssignedTo|mesa-...@lists.freedesktop. |k...@bitplanet.net
   |org |

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Re: [Mesa-dev] D3D1x Revert

2010-09-22 Thread Jose Fonseca
Either WINE developers or Luca will feel alienated. So, I think the discussion 
should be *now*, before taking further decision.

Personally, I still don't understand what's special about this code. If no 
Microsoft code was ever copied or used in d3d1x then I don't see how WINE 
developers are tainted by the d3d1x state tracker presence than by the other 
stuff in master now.

As I said before, we all read third party NDA hardware specs and reference code 
in the past. It is standard practice. Several other members of the community 
had to reverse engineer hardware operation. I think it would be dishonest to 
allows ourselves this much so far, and refuse Luca's code because he read 
publicly available Microsoft docs or reference code.

My understanding is that this is more than about legality of this code: 
Microsoft can sue whoever they want, with or without legal basis, and WINE 
developers want to publicly show beyond doubt that they we're not near even 
miles from Microsoft code, to deter Microsoft to sue them, and so incur in 
legal expenses.

But I don't see how we can accommodate that, and continue to maintain that 
Gallium is about the abstraction of many graphic APIs and many OSes. Even Mesa 
was always about many OSes too.

Personally, I'd like to encourage initiatives of supporting more APIs and more 
OSes to Mesa/Gallium such as this one. 

And to be honest, WINE developers did a disservice to themselves by openly 
stating their concerns. They put themselves between the rock and the wall with 
that. For future reference, if people have this sort of doubts, they should 
contact the project maintainers (e.g Brian, Keith) privately.

Jose



From: mesa-dev-bounces+jfonseca=vmware@lists.freedesktop.org 
[mesa-dev-bounces+jfonseca=vmware@lists.freedesktop.org] On Behalf Of 
Corbin Simpson [mostawesomed...@gmail.com]
Sent: Wednesday, September 22, 2010 23:23
To: mesa-dev@lists.freedesktop.org
Subject: [Mesa-dev] D3D1x Revert

Can I revert this merge out of master? The Wine developers that
contribute to Mesa are feeling very alienated by this code, and I
think that it could stand to have some more discussion, especially
about its legality.

~ C.

--
When the facts change, I change my mind. What do you do, sir? ~ Keynes

Corbin Simpson

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Re: [Mesa-dev] D3D1x Revert

2010-09-22 Thread Jose Fonseca
A way to unblock this would be to split thed3d1x state tracker in two parts: 
the runtime, and the client driver. As Keith also suggested.

The client driver could be used on Windows -- precisely as the DDK and WDK are 
intended.

The runtime part could be re-implemented from scratch by WINE or REACTOS, using 
their standard development practices.

Jose


From: mesa-dev-bounces+jfonseca=vmware@lists.freedesktop.org 
[mesa-dev-bounces+jfonseca=vmware@lists.freedesktop.org] On Behalf Of Jose 
Fonseca [jfons...@vmware.com]
Sent: Thursday, September 23, 2010 7:33
To: Corbin Simpson
Cc: mesa-dev@lists.freedesktop.org
Subject: Re: [Mesa-dev] D3D1x Revert

Either WINE developers or Luca will feel alienated. So, I think the discussion 
should be *now*, before taking further decision.

Personally, I still don't understand what's special about this code. If no 
Microsoft code was ever copied or used in d3d1x then I don't see how WINE 
developers are tainted by the d3d1x state tracker presence than by the other 
stuff in master now.

As I said before, we all read third party NDA hardware specs and reference code 
in the past. It is standard practice. Several other members of the community 
had to reverse engineer hardware operation. I think it would be dishonest to 
allows ourselves this much so far, and refuse Luca's code because he read 
publicly available Microsoft docs or reference code.

My understanding is that this is more than about legality of this code: 
Microsoft can sue whoever they want, with or without legal basis, and WINE 
developers want to publicly show beyond doubt that they we're not near even 
miles from Microsoft code, to deter Microsoft to sue them, and so incur in 
legal expenses.

But I don't see how we can accommodate that, and continue to maintain that 
Gallium is about the abstraction of many graphic APIs and many OSes. Even Mesa 
was always about many OSes too.

Personally, I'd like to encourage initiatives of supporting more APIs and more 
OSes to Mesa/Gallium such as this one.

And to be honest, WINE developers did a disservice to themselves by openly 
stating their concerns. They put themselves between the rock and the wall with 
that. For future reference, if people have this sort of doubts, they should 
contact the project maintainers (e.g Brian, Keith) privately.

Jose



From: mesa-dev-bounces+jfonseca=vmware@lists.freedesktop.org 
[mesa-dev-bounces+jfonseca=vmware@lists.freedesktop.org] On Behalf Of 
Corbin Simpson [mostawesomed...@gmail.com]
Sent: Wednesday, September 22, 2010 23:23
To: mesa-dev@lists.freedesktop.org
Subject: [Mesa-dev] D3D1x Revert

Can I revert this merge out of master? The Wine developers that
contribute to Mesa are feeling very alienated by this code, and I
think that it could stand to have some more discussion, especially
about its legality.

~ C.

--
When the facts change, I change my mind. What do you do, sir? ~ Keynes

Corbin Simpson

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