On 21 August 2017 at 23:21, Marek Olšák wrote:
> I'll push your patch when I push my series. I guess that's all, right?
If anything else falls out of r600 I'll take a look, but piglit seemed fine.
(as fine as piglit ever is on evergreen).
Nice to see some radv optimisation make their way into th
On 08/18/2017 10:25 AM, Marek Olšák wrote:
On Fri, Aug 18, 2017 at 5:56 PM, Brian Paul wrote:
On 08/17/2017 12:31 PM, Marek Olšák wrote:
Hi,
Major u_blitter changes:
- All draw calls except cubemap blits will now use the draw_rectangle
callback. (cubemap blits are not used if the driver
I'll push your patch when I push my series. I guess that's all, right?
Thanks,
Marek
On Mon, Aug 21, 2017 at 3:17 AM, Dave Airlie wrote:
> On 21 August 2017 at 10:58, Marek Olšák wrote:
>> On Mon, Aug 21, 2017 at 2:41 AM, Dave Airlie wrote:
>>> On 21 August 2017 at 10:22, Dave Airlie wrote:
>
Am Montag, den 21.08.2017, 10:22 +1000 schrieb Dave Airlie:
> Hi Gert,
>
> Can you test this along with the fetch shader patch Marek sent?
This patch fixes the flickering in Blender and UE4Editor.
Not applying Marks fetch patch results in a segfault in glxgears.
I've also tested with the han
On 21 August 2017 at 10:58, Marek Olšák wrote:
> On Mon, Aug 21, 2017 at 2:41 AM, Dave Airlie wrote:
>> On 21 August 2017 at 10:22, Dave Airlie wrote:
>>> Hi Gert,
>>>
>>> Can you test this along with the fetch shader patch Marek sent?
>>>
>>> I'm giving it a piglit run now.
>>
>> Actually that
On Mon, Aug 21, 2017 at 2:41 AM, Dave Airlie wrote:
> On 21 August 2017 at 10:22, Dave Airlie wrote:
>> Hi Gert,
>>
>> Can you test this along with the fetch shader patch Marek sent?
>>
>> I'm giving it a piglit run now.
>
> Actually that patch is probably not necessary,
>
> I think you need to f
On 21 August 2017 at 10:22, Dave Airlie wrote:
> Hi Gert,
>
> Can you test this along with the fetch shader patch Marek sent?
>
> I'm giving it a piglit run now.
Actually that patch is probably not necessary,
I think you need to fill in 0 for the 4th 2D coordinate for LD to be used.
TGSI spec f
Hi Gert,
Can you test this along with the fetch shader patch Marek sent?
I'm giving it a piglit run now.
Dave.
On 21 August 2017 at 09:22, Dave Airlie wrote:
> On 20 August 2017 at 05:25, Marek Olšák wrote:
>> On Sat, Aug 19, 2017 at 7:24 PM, Gert Wollny wrote:
>>> Am Samstag, den 19.08.2017
On 20 August 2017 at 05:25, Marek Olšák wrote:
> On Sat, Aug 19, 2017 at 7:24 PM, Gert Wollny wrote:
>> Am Samstag, den 19.08.2017, 18:35 +0200 schrieb Marek Olšák:
>>> Can you try the attached patch?
>>
>> While if fixes the crash and lets me run glxgears and some other rathe
>> simple OpenGL pr
On Sat, Aug 19, 2017 at 7:24 PM, Gert Wollny wrote:
> Am Samstag, den 19.08.2017, 18:35 +0200 schrieb Marek Olšák:
>> Can you try the attached patch?
>
> While if fixes the crash and lets me run glxgears and some other rathe
> simple OpenGL programs it completely messes up blender (menu unreadable
Am Samstag, den 19.08.2017, 18:35 +0200 schrieb Marek Olšák:
> Can you try the attached patch?
While if fixes the crash and lets me run glxgears and some other rathe
simple OpenGL programs it completely messes up blender (menu unreadable
etc) and UE4Editor Window is also flickering.
Best,
Gert
Can you try the attached patch?
Thanks,
Marek
On Sat, Aug 19, 2017 at 4:01 PM, Gert Wollny wrote:
> Am Samstag, den 19.08.2017, 12:13 +0200 schrieb Gert Wollny:
>>
>> I did this and unfortunately it crashes with 744c3e2254 applied.
>> Specifically, in
>>
>>src/gallium/drivers/r600/evergreen_
Am Samstag, den 19.08.2017, 12:13 +0200 schrieb Gert Wollny:
>
> I did this and unfortunately it crashes with 744c3e2254 applied.
> Specifically, in
>
> src/gallium/drivers/r600/evergreen_state.c2302:
> evergreen_emit_vertex_fetch_shader
>
> de-referencing shader fails because stat
Am Freitag, den 18.08.2017, 18:25 +0200 schrieb Marek Olšák:
>
> Sure. The changes are here:
> https://cgit.freedesktop.org/~mareko/mesa/log/?h=blitter-optz
>
> If somebody wants to test it on r600g, that would be appreciated too.
>
>
I did this and unfortunately it crashes with 744c3e2254 appl
On Fri, Aug 18, 2017 at 5:56 PM, Brian Paul wrote:
> On 08/17/2017 12:31 PM, Marek Olšák wrote:
>>
>> Hi,
>>
>> Major u_blitter changes:
>>
>> - All draw calls except cubemap blits will now use the draw_rectangle
>>callback. (cubemap blits are not used if the driver supports texture
>>view
On 08/17/2017 12:31 PM, Marek Olšák wrote:
Hi,
Major u_blitter changes:
- All draw calls except cubemap blits will now use the draw_rectangle
callback. (cubemap blits are not used if the driver supports texture
views)
- The VS POSITION output always covers the whole 2D clip space,
(-1
On 17.08.2017 20:31, Marek Olšák wrote:
Hi,
Major u_blitter changes:
- All draw calls except cubemap blits will now use the draw_rectangle
callback. (cubemap blits are not used if the driver supports texture
views)
- The VS POSITION output always covers the whole 2D clip space,
(-1,-1
Hi,
Major u_blitter changes:
- All draw calls except cubemap blits will now use the draw_rectangle
callback. (cubemap blits are not used if the driver supports texture
views)
- The VS POSITION output always covers the whole 2D clip space,
(-1,-1) -> (1,1). The final vertex positions and Z
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