I commited after doing the last tweaks that Roland mentioned. Thanks
Jose
- Original Message -
> Still have a comment, but it's really trivial and either way it's
> fine so:
> Reviewed-by: Roland Scheidegger
>
> Am 17.05.2012 16:48, schrieb Olivier Galibert:
> > Piglits test for fragmen
Still have a comment, but it's really trivial and either way it's fine so:
Reviewed-by: Roland Scheidegger
Am 17.05.2012 16:48, schrieb Olivier Galibert:
> Piglits test for fragment shaders pass, vertex shaders fail. The
> actual failure seems to be in the interpolators, and not the
> textureSiz
Am 17.05.2012 16:41, schrieb Olivier Galibert:
> On Thu, May 17, 2012 at 04:34:31PM +0200, Roland Scheidegger wrote:
>>> + bld_int_vec.zero = lp_build_zero(gallivm, bld_int_vec.type);
>>> + bld_int_vec.one = lp_build_one (gallivm, bld_int_vec.type);
>> This is unnecessary. build_context_init()
Piglits test for fragment shaders pass, vertex shaders fail. The
actual failure seems to be in the interpolators, and not the
textureSize query.
Signed-off-by: Olivier Galibert
---
src/gallium/auxiliary/draw/draw_llvm_sample.c | 23 ++
src/gallium/auxiliary/gallivm/lp_bld_sample.c
On Thu, May 17, 2012 at 04:34:31PM +0200, Roland Scheidegger wrote:
> > + bld_int_vec.zero = lp_build_zero(gallivm, bld_int_vec.type);
> > + bld_int_vec.one = lp_build_one (gallivm, bld_int_vec.type);
> This is unnecessary. build_context_init() will take care of initializing
> the zero/one val
This looks good to me. Minor nitpicks below.
Am 17.05.2012 10:34, schrieb Olivier Galibert:
> Piglits test for fragment shaders pass, vertex shaders fail. The
> actual failure seems to be in the interpolators, and not the
> textureSize query.
>
> Signed-off-by: Olivier Galibert
> ---
> src/gal
On Wed, May 16, 2012 at 05:34:25PM +0200, Roland Scheidegger wrote:
> For the hw it will definitely be easier. [...]
Well, you know what? A good night's sleep helps immensely. It works
out, I think. Check the patch I've sent, it's even more readable :-)
OG.
_
Piglits test for fragment shaders pass, vertex shaders fail. The
actual failure seems to be in the interpolators, and not the
textureSize query.
Signed-off-by: Olivier Galibert
---
src/gallium/auxiliary/draw/draw_llvm_sample.c | 23 ++
src/gallium/auxiliary/gallivm/lp_bld_sample.c
Am 16.05.2012 09:50, schrieb Olivier Galibert:
> On Wed, May 16, 2012 at 01:51:14AM +0200, Roland Scheidegger wrote:
>> Wouldn't it be easier (and more efficient) if you could just reuse the
>> sampler code which does mipmap minification, i.e. get the texture sizes
>> from bld.int_size and do a lp_
Piglits test for fragment shaders pass, vertex shaders fail. The
actual failure seems to be in the interpolators, and not the
textureSize query.
Signed-off-by: Olivier Galibert
---
src/gallium/auxiliary/draw/draw_llvm_sample.c | 23 ++
src/gallium/auxiliary/gallivm/lp_bld_sample.h
On Wed, May 16, 2012 at 01:51:14AM +0200, Roland Scheidegger wrote:
> Wouldn't it be easier (and more efficient) if you could just reuse the
> sampler code which does mipmap minification, i.e. get the texture sizes
> from bld.int_size and do a lp_build_minify (followed by extract shuffles)?
We can
Wouldn't it be easier (and more efficient) if you could just reuse the
sampler code which does mipmap minification, i.e. get the texture sizes
from bld.int_size and do a lp_build_minify (followed by extract shuffles)?
Also, is it on purpose that the non-explicit lod path doesn't handle all
cases (u
Piglits test for fragment shaders pass, vertex shaders fail. The
actual failure seems to be in the interpolators, and not the
textureSize query.
Signed-off-by: Olivier Galibert
---
src/gallium/auxiliary/draw/draw_llvm_sample.c | 23 +
src/gallium/auxiliary/gallivm/lp_bld_sample.h
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