Re: [Mesa-dev] [PATCH v2 0/5] r600/radeonsi/st/mesa: use DDIV instead of DRCP + DMUL

2017-01-21 Thread James Harvey
Hi Nicolai, I tested your branch against mesa-13.0.3 on my CYPRESS HD5850. It's an r600 with doubles, but looks like this code might be only for cayman and up? Either way, all the fs-op-div tests pass. ./piglit -o -s -c run all -t fs-op-div* summary: name: fs-op-div-pre fs-op-div-post

[Mesa-dev] [Bug 99413] Rust game have wrong colors

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99413 --- Comment #3 from higu...@gmx.net --- you are right. i just updated to mesa 17.0-rc1 and launching from steam i still have the weird colors... but if i keep steam open (due the game drm) and start rust from the command line, the colors are corre

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 --- Comment #10 from Andreas Schultes --- I got an apitrace now. The rendering error isn't related to this shader. Also it seems not to be a render error. -- You are receiving this mail because: You are the assignee for the bug.

Re: [Mesa-dev] [AMD] Screen flickering with 4K and RX 480, would be glad to help debugging

2017-01-21 Thread Romain Failliot
Hi! 2017-01-02 15:10 GMT-05:00 Marek Olšák : > Does dmesg or Xorg.0.log show anything? > I don't know if it's really relevant, but here are my `dmesg` and `journalctl -b _COMM=gdm-x-session` ('xorg' files) before and after a session of Dota. I got two glitches and quit Dota right away. The main

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 --- Comment #9 from Andreas Schultes --- The rendering error caused also BUG 99419. -- You are receiving this mail because: You are the assignee for the bug.___ mesa-dev mailing list mesa-dev@lists.fr

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 Andreas Schultes changed: What|Removed |Added See Also||https://bugs.freedesktop.or

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 --- Comment #8 from Andreas Schultes --- Created attachment 129089 --> https://bugs.freedesktop.org/attachment.cgi?id=129089&action=edit render_error I attached a screenshot of the render error, but I can't say if it belongs to this shader. I

Re: [Mesa-dev] [PATCH] st/va: delay calling begin_frame until we have all parameters

2017-01-21 Thread Andy Furniss
Nayan Deshmukh wrote: Hi Christian, The new patch leads to seg fault on my system. You forgot to set the needs_begin_frame to true when the decoder is created. Here's diff for reference: Setting true there seems to fix, though only a quick test. The patch below sets false :-) --

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 --- Comment #7 from Kenneth Graunke --- Does the shader failing to compile make any noticable rendering difference? I couldn't tell a difference... -- You are receiving this mail because: You are the assignee for the bug.__

Re: [Mesa-dev] [PATCH 12/27] i965/gen6: Calculate stencil offset on demand

2017-01-21 Thread Jason Ekstrand
On Sat, Jan 21, 2017 at 11:12 AM, Pohjolainen, Topi < topi.pohjolai...@gmail.com> wrote: > On Sat, Jan 21, 2017 at 11:05:52AM -0800, Jason Ekstrand wrote: > >On Sat, Jan 21, 2017 at 1:19 AM, Pohjolainen, Topi > ><[1]topi.pohjolai...@gmail.com> wrote: > > > > On Fri, Jan 20, 2017 at 04

Re: [Mesa-dev] [PATCH 12/27] i965/gen6: Calculate stencil offset on demand

2017-01-21 Thread Pohjolainen, Topi
On Sat, Jan 21, 2017 at 11:05:52AM -0800, Jason Ekstrand wrote: >On Sat, Jan 21, 2017 at 1:19 AM, Pohjolainen, Topi ><[1]topi.pohjolai...@gmail.com> wrote: > > On Fri, Jan 20, 2017 at 04:35:23PM -0800, Jason Ekstrand wrote: > >On Mon, Jan 16, 2017 at 1:13 AM, Topi Pohjolainen

Re: [Mesa-dev] [PATCH] anv: descriptors: don't update immutables samplers with anything but their immutable value

2017-01-21 Thread Jason Ekstrand
Reviewed-by: Jason Ekstrand On Sat, Jan 21, 2017 at 4:28 AM, Lionel Landwerlin < lionel.g.landwer...@intel.com> wrote: > Signed-off-by: Lionel Landwerlin > --- > src/intel/vulkan/anv_descriptor_set.c | 31 +++--- > - > 1 file changed, 19 insertions(+), 12 deletions(-) >

Re: [Mesa-dev] [PATCH 12/27] i965/gen6: Calculate stencil offset on demand

2017-01-21 Thread Jason Ekstrand
On Sat, Jan 21, 2017 at 1:19 AM, Pohjolainen, Topi < topi.pohjolai...@gmail.com> wrote: > On Fri, Jan 20, 2017 at 04:35:23PM -0800, Jason Ekstrand wrote: > >On Mon, Jan 16, 2017 at 1:13 AM, Topi Pohjolainen > ><[1]topi.pohjolai...@gmail.com> wrote: > > > > This is kept on purpose in i

Re: [Mesa-dev] [PATCH] st/va: delay calling begin_frame until we have all parameters

2017-01-21 Thread Nayan Deshmukh
Hi Christian, The new patch leads to seg fault on my system. You forgot to set the needs_begin_frame to true when the decoder is created. Here's diff for reference: diff --git a/src/gallium/state_trackers/va/picture.c b/src/gallium/state_trackers/va/picture.c index

Re: [Mesa-dev] [PATCH] nir/search: Use the correct bit size for integer comparisons

2017-01-21 Thread Jason Ekstrand
On Sat, Jan 21, 2017 at 9:11 AM, Matt Turner wrote: > On Thu, Jan 19, 2017 at 9:47 PM, Jason Ekstrand > wrote: > > This gets the UE4 bitfield_extract optimization working again. It had > > stopped working due to the constant 0xff00ff00 getting sign-extended > > when it shouldn't have. > > Wait,

Re: [Mesa-dev] [PATCH] glsl: there is no need to check for < 0

2017-01-21 Thread tournier.elie
Reviewed-by: Elie Tournier 2017-01-20 23:20 GMT+01:00 Christian Gmeiner : > size_t is defined in the C Standard section 4.1.5 as an > 'unsigned integral type'. > > Fixes the following clang compile warning: > > glsl/blob.c:110:15: warning: comparison of unsigned expression < 0 is > always false

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 --- Comment #6 from Ilia Mirkin --- (In reply to Andreas Schultes from comment #5) > Inserting "#version 130" fix this bug. > https://www.opengl.org/registry/doc/GLSLangSpec.Full.1.30.10.pdf on page 12. > tells that a #version is required to use

Re: [Mesa-dev] [PATCH] nir/search: Use the correct bit size for integer comparisons

2017-01-21 Thread Matt Turner
On Thu, Jan 19, 2017 at 9:47 PM, Jason Ekstrand wrote: > This gets the UE4 bitfield_extract optimization working again. It had > stopped working due to the constant 0xff00ff00 getting sign-extended > when it shouldn't have. Wait, what? When did it get broken?

Re: [Mesa-dev] [PATCH] nir/search: Use the correct bit size for integer comparisons

2017-01-21 Thread Eric Anholt
Jason Ekstrand writes: > The previous code always compared integers as 64-bit. Due to variations > in sign-extension in the code generated by nir_opt_algebraic.py, this > meant that nir_search doesn't always do what you want. Instead, 32-bit > values should be matched as 32-bit and 64-bit value

[Mesa-dev] [Bug 99477] [Master of Orion] Shader compile error: no matching function for call to `texture2DLod(sampler2D, vec2, float)';

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99477 Andreas Schultes changed: What|Removed |Added Resolution|--- |NOTOURBUG Status|NEEDINFO

[Mesa-dev] [Bug 99467] [radv] DOOM 2016 + wine. Green screen everywhere (but can be started)

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99467 --- Comment #8 from Bas Nieuwenhuizen --- As has been said already, the developers are aware of the specific problem of the invalid shaders. However I don't think this is the cause of the green screen/fog, as even with the workaround in mesa tha

[Mesa-dev] [Bug 99467] [radv] DOOM 2016 + wine. Green screen everywhere (but can be started)

2017-01-21 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=99467 --- Comment #7 from Drago --- I know that some proprietary drivers used to replace shaders of games with more optimized versions for the hardware platform. Can't Mesa, do that as well. This will not need to include workarounds in the core, but me

[Mesa-dev] [PATCH] anv: descriptors: don't update immutables samplers with anything but their immutable value

2017-01-21 Thread Lionel Landwerlin
Signed-off-by: Lionel Landwerlin --- src/intel/vulkan/anv_descriptor_set.c | 31 +++ 1 file changed, 19 insertions(+), 12 deletions(-) diff --git a/src/intel/vulkan/anv_descriptor_set.c b/src/intel/vulkan/anv_descriptor_set.c index 4367c0ebe0..a5e65afc48 100644 --- a

Re: [Mesa-dev] [PATCH 12/27] i965/gen6: Calculate stencil offset on demand

2017-01-21 Thread Pohjolainen, Topi
On Fri, Jan 20, 2017 at 04:35:23PM -0800, Jason Ekstrand wrote: >On Mon, Jan 16, 2017 at 1:13 AM, Topi Pohjolainen ><[1]topi.pohjolai...@gmail.com> wrote: > > This is kept on purpose in i965. It can be moved to ISL if it > is needed in vulkan. > Pointers to miptrees are give

Re: [Mesa-dev] [PATCH] i965: Support the force_glsl_version driconf option.

2017-01-21 Thread Jordan Justen
Reviewed-by: Jordan Justen On 2017-01-20 22:04:59, Kenneth Graunke wrote: > Gallium drivers have had this for a while. It makes sense to support > it consistently across drivers, so expose it in i965 as well. > > Signed-off-by: Kenneth Graunke > --- > src/mesa/drivers/dri/i965/brw_context.c

Re: [Mesa-dev] [PATCH] intel/blorp/copy: Properly handle clear colors for CCS_E images

2017-01-21 Thread Pohjolainen, Topi
On Fri, Jan 20, 2017 at 01:17:20PM -0800, Jason Ekstrand wrote: > In order to handle CCS_E, we stomp the image format to a UINT format and > then do some bitcasting logic in the shader. This works fine since SKL > render compression only considers the channel layout of the format and > not the for