On 07/13/2013 11:37 PM, Chris Forbes wrote:
We always emit U,V,R coordinates for this message, but the sampler gets
very angry if pass garbage in the R coordinate for at least some
texture formats.
Fill the remaining coordinates with zero instead.
Fixes broken rendering on GM45 in Source games.
We always emit U,V,R coordinates for this message, but the sampler gets
very angry if pass garbage in the R coordinate for at least some
texture formats.
Fill the remaining coordinates with zero instead.
Fixes broken rendering on GM45 in Source games.
NOTE: This is a candidate for stable branche
https://bugs.freedesktop.org/show_bug.cgi?id=66886
Priority: medium
Bug ID: 66886
Assignee: mesa-dev@lists.freedesktop.org
Summary: eglChooseConfig returns true even if it fails matching
the config
Severity: normal
Classi
https://bugs.freedesktop.org/show_bug.cgi?id=66833
--- Comment #13 from Micael Dias ---
No harm done :)
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Glad to see this madness disappear :)
Reviewed-by: Chris Forbes
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https://bugs.freedesktop.org/show_bug.cgi?id=66833
--- Comment #12 from Chris Forbes ---
Sorry for the duplicate -- was testing that hunch when you posted yours.
This does put the real fix pretty firmly on Valve's side.
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--- Comment #11 from Chris Forbes ---
As a workaround, running the game with
MESA_GL_VERSION_OVERRIDE=2.1
produces correct rendering. If you don't offer the GL3 internalformats, the
game doesn't break itself on them.
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--- Comment #10 from Micael Dias ---
Apparently the reason the engine creates a GL_RED texture is because OpenGL no
longer supports GL_ALPHA after some version. Running the game with
"MESA_GL_VERSION_OVERRIDE=2.1" will fix the font issue.
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https://bugs.freedesktop.org/show_bug.cgi?id=66833
--- Comment #9 from Micael Dias ---
I just tried to change the source of shaders 498, 500 and 502 to use the red
channel instead of alpha channel, and it confirms my reasoning. This is how it
looks:
https://dl.dropboxusercontent.com/u/87650/dota
On Sat, Jul 13, 2013 at 2:58 PM, Kenneth Graunke wrote:
> Historically, we indented grammar production rules with a single 8-space
> tab, but code inside of blocks used Mesa's 3-space indents.
>
> This meant when editing code, you had to use an 8-space tab for the
> first level of indentation, and
https://bugs.freedesktop.org/show_bug.cgi?id=66833
--- Comment #8 from Micael Dias ---
The trace from Comment #4 shows:
"174368) glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat =
GL_RED, width = 1024, height = 1024, border = 0, format = GL_RED, type =
GL_UNSIGNED_BYTE, pixels = [bi
Historically, we indented grammar production rules with a single 8-space
tab, but code inside of blocks used Mesa's 3-space indents.
This meant when editing code, you had to use an 8-space tab for the
first level of indentation, and 3-spaces after that. Unless you
specifically configure your edit
On 07/11/2013 04:24 PM, Paul Berry wrote:
Vertex shader inputs are not allowed to be arrays until GLSL 1.50. We
were accidentally enabling them for GLSL 1.40 (although we haven't
written any tests for them, so it's not clear whether they actually
work).
NOTE: although this is a simple bug fix,
From: Roland Scheidegger
Just use the new conversion functions to do the work. The way it's plugged
in into the blend code is quite hacktastic but follows all the same hacks
as used by packed float format already.
Only support 4x8bit srgb formats (rgba/rgbx plus swizzle), 24bit formats never
work
https://bugs.freedesktop.org/show_bug.cgi?id=66833
--- Comment #7 from Micael Dias ---
I just noticed that the text and background issues disappear with
LIBGL_ALWAYS_SOFTWARE=1, however the game becomes unplayable due to very low
framerate.
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Micael Dias changed:
What|Removed |Added
CC||kam1k...@gmail.com
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FWD'd from our internal list now that we have more insight.
- Forwarded message from Ben Widawsky -
Date: Thu, 11 Jul 2013 10:32:03 -0700
From: Ben Widawsky
To: linux-...@linux.intel.com
Subject: intel_gpu_top broken for HSW. Ideas needed
Message-ID: <20130711173202.gb8...@intel.com>
Hi
Fixes "Uninitialized pointer field" defects reported by Coverity.
Signed-off-by: Vinson Lee
---
src/gallium/drivers/nvc0/codegen/nv50_ir_lowering_nvc0.cpp | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/gallium/drivers/nvc0/codegen/nv50_ir_lowering_nvc0.cpp
b/src/gall
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