On 04/13/2013 09:54 PM, Martin Andersson wrote:
On Sat, Apr 13, 2013 at 4:23 AM, Vadim Girlin wrote:
On 04/12/2013 11:36 PM, Martin Andersson wrote:
I have made some progress with this issue.
Vadim, I did as you suggested and tried to mimic the output from the
shader analyser
tool. I used yo
On Sat, Apr 13, 2013 at 4:23 AM, Vadim Girlin wrote:
> On 04/12/2013 11:36 PM, Martin Andersson wrote:
>>
>> I have made some progress with this issue.
>>
>> Vadim, I did as you suggested and tried to mimic the output from the
>> shader analyser
>> tool. I used your patch as a base and then tried
On 04/12/2013 11:36 PM, Martin Andersson wrote:
I have made some progress with this issue.
Vadim, I did as you suggested and tried to mimic the output from the
shader analyser
tool. I used your patch as a base and then tried various ways to see
what would work.
After many tries (and lockups) I d
I have made some progress with this issue.
Vadim, I did as you suggested and tried to mimic the output from the
shader analyser
tool. I used your patch as a base and then tried various ways to see
what would work.
After many tries (and lockups) I did managed to get the
ext_transform_feedback/order
On 04/11/2013 02:08 AM, Marek Olšák wrote:
Here's the output:
creating vs ...
shader compilation status: OK
creating fs ...
shader compilation status: OK
thread #0 (0;0) : ref = 16608
thread #1 (1;0) : ref = 27873
thread #2 (0;1) : ref = 16608
thread #3 (1;1) : ref = 27877
results:
thread 0 (0
Here's the output:
creating vs ...
shader compilation status: OK
creating fs ...
shader compilation status: OK
thread #0 (0;0) : ref = 16608
thread #1 (1;0) : ref = 27873
thread #2 (0;1) : ref = 16608
thread #3 (1;1) : ref = 27877
results:
thread 0 (0, 0): expected = 16608, observed = 27876, FAIL
On 04/10/2013 01:53 PM, Marek Olšák wrote:
glsl-fs-loop-nested passes here.
nstack is 3 and adding 4 to it doesn't help.
Ok, thanks.
Also I wrote a simple test app that should reproduce the issue if it's
really related to diverging control flow with nested loops and might
more information a
glsl-fs-loop-nested passes here.
nstack is 3 and adding 4 to it doesn't help.
Marek
On Wed, Apr 10, 2013 at 8:46 AM, Vadim Girlin wrote:
> On 04/10/2013 03:58 AM, Marek Olšák wrote:
>
>> Hi Vadim,
>>
>> your patch does not fix the test.
>>
>
> Hmm, I'm out of ideas then. Thanks for testing.
>
On 04/10/2013 03:58 AM, Marek Olšák wrote:
Hi Vadim,
your patch does not fix the test.
Hmm, I'm out of ideas then. Thanks for testing.
I've checked the shader dump few times but I don't see anything
obviously wrong there, and the same code (except the minor ALU grouping
changes due to the V
Hi Vadim,
your patch does not fix the test.
Marek
On Tue, Apr 9, 2013 at 11:30 PM, Vadim Girlin wrote:
> On 04/09/2013 10:58 AM, Martin Andersson wrote:
>
>> On Tue, Apr 9, 2013 at 3:18 AM, Marek Olšák wrote:
>>
>>> Pushed, thanks. The transform feedback test still doesn't pass, but at
>>> l
On 04/09/2013 10:58 AM, Martin Andersson wrote:
On Tue, Apr 9, 2013 at 3:18 AM, Marek Olšák wrote:
Pushed, thanks. The transform feedback test still doesn't pass, but at least
the hardlocks are gone.
Thanks, I have looked into the other issue as well
http://lists.freedesktop.org/archives/mesa
I think the transform feedback code is correct, because all the other TFB
tests pass. If there is an issue, it must be in the shader.
Marek
On Tue, Apr 9, 2013 at 8:58 AM, Martin Andersson wrote:
> On Tue, Apr 9, 2013 at 3:18 AM, Marek Olšák wrote:
> > Pushed, thanks. The transform feedback t
On Tue, Apr 9, 2013 at 3:18 AM, Marek Olšák wrote:
> Pushed, thanks. The transform feedback test still doesn't pass, but at least
> the hardlocks are gone.
Thanks, I have looked into the other issue as well
http://lists.freedesktop.org/archives/mesa-dev/2013-March/036941.html
The problem arises
Pushed, thanks. The transform feedback test still doesn't pass, but at
least the hardlocks are gone.
Marek
On Sun, Apr 7, 2013 at 6:29 PM, Martin Andersson wrote:
> If there are no objections or comments on this, it would be nice if
> someone could commit it.
>
> //Martin
>
> On Tue, Apr 2, 20
If there are no objections or comments on this, it would be nice if
someone could commit it.
//Martin
On Tue, Apr 2, 2013 at 10:43 PM, Martin Andersson wrote:
> The multiplication part of tgsi_umad did not work on Cayman, because it did
> not populate the correct vector slots.
> ---
> src/galli
The multiplication part of tgsi_umad did not work on Cayman, because it did
not populate the correct vector slots.
---
src/gallium/drivers/r600/r600_shader.c | 45 --
1 file changed, 32 insertions(+), 13 deletions(-)
diff --git a/src/gallium/drivers/r600/r600_shade
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