On 01/08/2013 10:17 PM, Kenneth Graunke wrote:
> On 01/08/2013 12:06 PM, Matt Turner wrote:
>> On Tue, Jan 8, 2013 at 8:38 AM, Marek Olšák wrote:
>>> Some distributions use --enable-debug for testing packages and the commit
>>> results in terrible CPU performance. It can be embarrassing for us.
>>
On 01/19/2013 01:55 AM, Matt Turner wrote:
> From: Jordan Justen
>
> Cc: Eric Anholt
> Signed-off-by: Jordan Justen
FYI this broke lots of games under wine 1.5.20, with errors like:
err:d3d:check_fbo_compat > GL_INVALID_OPERATION (0x502) from
Post-pixelshader blending check @
On 08/27/2012 05:00 AM, Marek Olšák wrote:
> This series implements MSAA for the R6xx family of GPUs.
>
> The only problem is that the depth decompression doesn't work with MSAA depth
> buffers, which means for the GL user that depth-stencil blitting and
> depth-stencil resolve don't work, altho
On 08/27/2012 12:33 PM, Török Edwin wrote:
> On 08/27/2012 05:00 AM, Marek Olšák wrote:
>> This series implements MSAA for the R6xx family of GPUs.
>>
>> The only problem is that the depth decompression doesn't work with MSAA
>> depth buffers, which means fo
x27;ve seen use 3.2 or 3.3 with core +
forward.
From what I've seen Mesa would map forward compat to core internally.
Best regards,
--Edwin
>
> Marek
>
> On Mon, Aug 27, 2012 at 3:47 PM, Török Edwin
> wrote:
>> On 08/27/2012 12:33 PM, Török Edwin wrote:
>>>
On 09/13/2012 11:19 AM, Oliver McFadden wrote:
> Signed-off-by: Oliver McFadden
>
> diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
> index abce52e..63bb3da 100644
> --- a/src/mesa/main/context.c
> +++ b/src/mesa/main/context.c
> @@ -952,18 +952,14 @@ _mesa_initialize_context(stru
On 09/15/2012 07:12 PM, Brian Paul wrote:
> On 09/15/2012 09:04 AM, Török Edwin wrote:
>> On 09/13/2012 11:19 AM, Oliver McFadden wrote:
>>> Signed-off-by: Oliver McFadden
>>>
>>> diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
>>> ind
On 09/25/2012 12:52 AM, Matt Turner wrote:
>
> Please help me find problems now before it goes into master. Here's a
> branch. It's easy to test. If you don't test and I commit this in a
> week and break your stuff, I'm sorry, but you didn't test.
>
> http://cgit.freedesktop.org/~mattst88/mesa/lo
On 09/26/2012 11:59 PM, Matt Turner wrote:
> I've pushed an automake-gallium2 branch to my repo with a number of
> fixes squashed-in.
>
> git://people.freedesktop.org/~mattst88/mesa automake-gallium2
Nice progress!
I was able to build it after reversing the 'if' below.
It doesn't load though:
l
From: Török Edvin
Otherwise spring 0.82+.4.0 crashes when starting a game
because prog->_LinkedShaders[0] is NULL.
---
src/glsl/linker.cpp |2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index e0823c3..02c7c29 100644
--- a/src/g
On Sun, 5 Sep 2010 09:48:22 -0700
Ian Romanick wrote:
> On Sep 4, 2010, at 3:48 AM, Török Edwin wrote:
>
> > From: Török Edvin
> >
> > Otherwise spring 0.82+.4.0 crashes when starting a game
> > because prog->_LinkedShaders[0] is NULL.
>
> Any idea
Hi,
Thought I'd do a Bugle trace to see if it logs any errors that could
cause f.d.o bug #31667.
I've seen just these two:
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 512, 128, 16,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0x1af93cf0 -
^[NOTICE] showerror.gl: GL_INVALID_VALUE in glTexImage3D
glTexImage3D(GL_T
On Wed, 17 Nov 2010 15:23:47 -0700
Brian Paul wrote:
> 2010/11/17 Török Edwin :
> > Hi,
> >
> > Thought I'd do a Bugle trace to see if it logs any errors that could
> > cause f.d.o bug #31667.
> >
> > I've seen just these two:
> > glTe
On Thu, 18 Nov 2010 07:36:36 -0700
Brian Paul wrote:
> On 11/18/2010 01:10 AM, Török Edwin wrote:
> > On Wed, 17 Nov 2010 15:23:47 -0700
> > Brian Paul wrote:
> >
> >> 2010/11/17 Török Edwin:
> >>> Hi,
> >>>
> >>> Thought I'
Hi,
Is there a list of OpenGL features/extensions that Mesa won't implement,
and should thus be avoided when developing a new OpenGL application? [*]
I know that S3TC has possible patent issues, and Mesa can't support it
in the official release.
Is there anything else in OpenGL 3.x (or OpenGL 4.x
On 2011-04-12 22:51, Eric Anholt wrote:
> On Tue, 12 Apr 2011 21:19:46 +0300, Török Edwin wrote:
>> Hi,
>>
>> Is there a list of OpenGL features/extensions that Mesa won't implement,
>> and should thus be avoided when developing a new OpenGL application? [*]
>
On 04/29/2010 08:23 PM, mesa-dev-requ...@lists.freedesktop.org wrote:
>
> On Thu, 2010-04-29 at 09:02 -0700, Jakob Bornecrantz wrote:
>> Module: Mesa
>> Branch: master
>> Commit: 110a956a645f900e100062fbbe19c5835f9b5476
>> URL:
>> http://cgit.freedesktop.org/mesa/mesa/commit/?id=110a956a645f90
1:13 blender
Blender with the patch takes 1m3s:
edwin 5726 94.2 11.2 716424 446168 pts/5 SLl+ 17:32 1:03 blender
It is still slow with the patch, but better (most of the optimization time is
taken up by GVN, see LLVM PR7023).
Signed-off-by: Török Edwin
---
src/gallium/auxiliary/draw
On 2010-05-03 19:00, José Fonseca wrote:
> Török,
>
> Thanks.
>
> I didn't see as much improvement (most of the stuff I've been playing
> with has actually simple shaders), but I saw no regression so I've
> commited it. We have more benchmarks running continuously from git so
> once the commit go
On 2010-05-03 19:37, José Fonseca wrote:
> On Mon, 2010-05-03 at 09:20 -0700, Török Edwin wrote:
>> Do the shaders need strict IEEE 754 math?
>
> I doubt. We already use -ffast-math in when compiling mesa.
>
> -ffast-math tipically optimizes by leaving intermediate values
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