[Mesa-dev] 17.2.3: Please revert patch 179202, breaks KOTOR

2017-10-20 Thread Federico Dossena
Hi, this patch here https://patchwork.freedesktop.org/patch/179202/ was already reverted from master because it breaks a few games, most notably KOTOR (which is already broken enough). It should be removed from the next version of Mesa 17.2. Nothing personal against the author of course. ___

Re: [Mesa-dev] MESA and KOTOR

2017-09-26 Thread Federico Dossena
Hello everyone, you may remember that a few months ago I was trying to fix KOTOR to work with Mesa to use the Gallium llvmpipe software renderer. Well, it's been a while and I'm happy to see that things are a bit better with Mesa 17.2. The game still crashes, but we're closer to fixing it.

Re: [Mesa-dev] MESA and KOTOR

2017-09-26 Thread Federico Dossena
5.09.2017 18:50, Federico Dossena wrote: Hello everyone, you may remember that a few months ago I was trying to fix KOTOR to work with Mesa to use the Gallium llvmpipe software renderer. Well, it's been a while and I'm happy to see that things are a bit better with Mesa 17.2. The game

Re: [Mesa-dev] MESA and KOTOR

2017-09-28 Thread Federico Dossena
nt feature that nobody cares about anymore. I think Miklos made KOTOR work on radeonsi or r600. Marek On Mon, Sep 25, 2017 at 6:50 PM, Federico Dossena wrote: Hello everyone, you may remember that a few months ago I was trying to fix KOTOR to work with Mesa to use the Gallium llvmpipe software

Re: [Mesa-dev] MESA and KOTOR

2017-09-28 Thread Federico Dossena
Sorry if I insist on this again, but can someone who knows the internals of Mesa better than me please tell me which files implement pbuffers in gallium llvmpipe? Specifically, the parts that are involved in creating a pbuffer, its texture, framebuffer, and (I think) copying the screen to it. I

Re: [Mesa-dev] MESA and KOTOR

2017-10-09 Thread Federico Dossena
ably do a lot of people a huge favor if you could modify apitrace in a way that allows it to play WGL traces natively under Linux (e.g. by translating the WGL functions into GLX ones). Cheers, Nicolai On 27.09.2017 11:21, Federico Dossena wrote: Hi, did you get my previous email with the trace

Re: [Mesa-dev] MESA and KOTOR

2017-03-27 Thread Federico Dossena
y of kotor. Il 2017-03-27 00:08, Jose Fonseca ha scritto: On 25/03/17 05:50, Federico Dossena wrote: Hmm, that didn't work. Turning off GL_ATI_fragment_shader makes the game glitch (see attached screenshot), forces framebuffer effects and soft shadows to off, and makes the game look wo

Re: [Mesa-dev] MESA and KOTOR

2017-03-27 Thread Federico Dossena
tateful objects, they are not interchangeable. Jose On 27/03/17 12:12, Federico Dossena wrote: Oh nice, that's interesting. I'm 99% sure it's something related to pbuffers, I read around that they were very problematic back in the day. If I had to guess, I'd say our problem mi

[Mesa-dev] Bug introduced with Mesa 18.0.0: Star Trek Voyager Elite Force shadow glitches

2018-09-18 Thread Federico Dossena
Hi, I'm using Mesa (specifically Gallium on LLVMPipe) to run an old game called Star Trek Voyager Elite Force. I'd like to report a bug introduced with version 18.0.0 and still present in Mesa master that completely breaks the shadows in this game. I don't know how Mesa works internally so

[Mesa-dev] Request to revert commit [3d81e11b49366b5636b8524ba0f8c7076e3fdf34] mesa: remove, unnecessary, 'sort by year' for the GL extensions

2018-09-20 Thread Federico Dossena
As most of you are probably aware of, id2 and id3 games store GL extensions in a buffer that's too small for modern systems. This usually leads to a crash when MESA_EXTENSION_MAX_YEAR is not set, but what the creator of this commit didn't know is that some id3 games (the more "recent" ones) don

Re: [Mesa-dev] Request to revert commit [3d81e11b49366b5636b8524ba0f8c7076e3fdf34] mesa: remove, unnecessary, 'sort by year' for the GL extensions

2018-09-21 Thread Federico Dossena
I agree with Timothy, it's a simple solution and it doesn't break anything. On 2018-09-21 01:42, Timothy Arceri wrote: On 20/9/18 11:09 pm, Ian Romanick wrote: On 09/19/2018 11:36 PM, Federico Dossena wrote: As most of you are probably aware of, id2 and id3 games store GL exten

Re: [Mesa-dev] Request to revert commit [3d81e11b49366b5636b8524ba0f8c7076e3fdf34] mesa: remove, unnecessary, 'sort by year' for the GL extensions

2018-09-24 Thread Federico Dossena
Do you know of other applications that are affected by the order or extensions? This is the first time I encounter this problem. On 2018-09-21 13:56, Ian Romanick wrote: On 09/20/2018 04:42 PM, Timothy Arceri wrote: On 20/9/18 11:09 pm, Ian Romanick wrote: On 09/19/2018 11:36 PM, Federico

Re: [Mesa-dev] Request to revert commit [3d81e11b49366b5636b8524ba0f8c7076e3fdf34] mesa: remove, unnecessary, 'sort by year' for the GL extensions

2018-09-24 Thread Federico Dossena
Any updates on this? I see the code is still in master On 2018-09-21 17:34, Emil Velikov wrote: On 21 September 2018 at 00:42, Timothy Arceri wrote: On 20/9/18 11:09 pm, Ian Romanick wrote: On 09/19/2018 11:36 PM, Federico Dossena wrote: As most of you are probably aware of, id2 and id3

Re: [Mesa-dev] [PATCH] Revert "mesa: remove unnecessary 'sort by year' for the GL extensions"

2018-09-25 Thread Federico Dossena
ring array. Seemingly I did not consider that as the documentation (both Mesa and Nvidia) mention about program crashes ... which are worked around by setting the env. variable. This commit reinstates the workaround and enhances the documentation. Cc: Federico Dossena Cc: Timothy Arceri Cc: M

[Mesa-dev] MESA and KOTOR

2017-03-13 Thread Federico Dossena
In the last week I've been trying to bring an "old" game back to life, Star Wars Knights of the old republic (KOTOR, for short). It's from 2003 and uses OpenGL 1.4. I have used Mesa, libtxc_dxtn and some trickery to decompress the textures to boost performance, and right now I have it up and r

Re: [Mesa-dev] MESA and KOTOR

2017-03-13 Thread Federico Dossena
mall DLL, while mesa is like 18mbytes. It doesn't look like mesa's dll at all to me... Is there any way I can tell for sure? Il 2017-03-13 12:59, Emil Velikov ha scritto: [Adding back mesa-dev, since it seems like you've dropped it by accident] On 13 March 2017 at 11:42, Feder

Re: [Mesa-dev] MESA and KOTOR

2017-03-13 Thread Federico Dossena
il), which for some reason is a null pointer. Il 2017-03-13 14:39, Jose Fonseca ha scritto: On 13/03/17 11:09, Emil Velikov wrote: On 11 March 2017 at 11:51, Federico Dossena wrote: In the last week I've been trying to bring an "old" game back to life, Star Wars Knights

Re: [Mesa-dev] MESA and KOTOR

2017-03-14 Thread Federico Dossena
:40, Jan Vesely ha scritto: On Mon, 2017-03-13 at 11:40 +0200, Grazvydas Ignotas wrote: On Sat, Mar 11, 2017 at 1:51 PM, Federico Dossena wrote: This issue is not new: a guy named Miklós Máté, here in the Mesa mailing list somehow managed to fix it in Mesa 11, but his patches do not seem to work

Re: [Mesa-dev] MESA and KOTOR

2017-03-14 Thread Federico Dossena
aster. I'm attaching it below so you can try it. I should commit it master. In any case, let me know if it helps. -Brian On 03/13/2017 10:55 AM, Federico Dossena wrote: Hi Jose, thanks for replying, I've seen your name inside many files in mesa ;) I have tried mesa master (previou

Re: [Mesa-dev] MESA and KOTOR

2017-03-14 Thread Federico Dossena
ed the mesa-dev cc) Il 2017-03-14 03:44, Brian Paul ha scritto: Looks like my KOTOR patch never made it to master. I'm attaching it below so you can try it. I should commit it master. In any case, let me know if it helps. -Brian On 03/13/2017 10:55 AM, Federico Dossena wrote: Hi Jose,

Re: [Mesa-dev] MESA and KOTOR

2017-03-15 Thread Federico Dossena
to invoke wglMakeCurrent from wglMakeContextCurrentARB, ignoring exttra arg. Jose On 15/03/17 14:31, Federico Dossena wrote: Where can I find that implementation? Also, is there an alternative to that function? As in a snippet of code that does the same thing and can be used to create a &

Re: [Mesa-dev] MESA and KOTOR

2017-03-15 Thread Federico Dossena
keContextCurrentARB (not wglBindTexImageARB, I was wrong in my previous mail), which for some reason is a null pointer. Il 2017-03-13 14:39, Jose Fonseca ha scritto: On 13/03/17 11:09, Emil Velikov wrote: On 11 March 2017 at 11:51, Federico Dossena wrote: In the last week I've

Re: [Mesa-dev] MESA and KOTOR

2017-03-16 Thread Federico Dossena
ot near my Windows development environment. Let me know what you find. -Brian On Mar 15, 2017, at 12:26 PM, Federico Dossena wrote: That's good, can't wait to see your implementation. I have tried to simply return wglMakeCurrent(hReadDC,hglrc); but then I get a crash in gluBuil

[Mesa-dev] Cross-compile from Linux to Windows

2020-11-09 Thread Federico Dossena
I'm sorry to bother you in the dev list but it seems to be the only one with activity so it seems like the best place to ask. I maintain some Mesa builds for Windows. These are builds of libgl-gdi with llvmpipe, for both x86 and x86_64; in other words, they're opengl32.dll files that users can

Re: [Mesa-dev] [EXTERNAL] Cross-compile from Linux to Windows

2020-11-10 Thread Federico Dossena
you'll need to point it to LLVM. In my experience, adding "--cmake-prefix-path" to the Meson command line should work well. -Jesse -Original Message- From: mesa-dev On Behalf Of Federico Dossena Sent: Saturday, November 7, 2020 4:14 AM To: mesa-dev@lists.freedeskt