Re: [Mesa-dev] [RFC] Mesa 7.9 release criteria

2010-09-01 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Brian Paul wrote: > Ian, I'm still getting up to speed on the new compiler, but it looks > like a full 4-element temp/const vector is allocated for each GLSL > float. The previous compiler would try to pack four floats into a > single vector whenever

Re: [Mesa-dev] [RFC] Mesa 7.9 release criteria

2010-09-01 Thread Eric Anholt
On Tue, 31 Aug 2010 19:35:09 -0600, Brian Paul wrote: > On 08/31/2010 02:57 PM, Ian Romanick wrote: > > -BEGIN PGP SIGNED MESSAGE- > > Hash: SHA1 ... > > So... what are our collective criteria for a 7.9 release to happen? > > Ian, I'm still getting up to speed on the new compiler, but i

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread Luca Barbieri
> I think we need to be sure we're not infringing on this patent.  Until > we know one way or the other I'd prefer that we don't merge this > branch into master.  In the mean time I'll see if I can learn more > about the situation and find a way to proceed. For anyone interested in determining the

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Luca Barbieri wrote: >> But we've been seeing some results which point that the whole color >> buffer swizzling idea might be overrated: it increases memory bandwidth >> usage substantially, > > Why? > It should decrease it due to a lower number of c

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread Brian Paul
On Fri, Aug 27, 2010 at 6:49 AM, Luca Barbieri wrote: > I created a new branch called "floating" which includes an apparently > successful attempt at full support of floating-point textures and > render targets. [...] I've spoken to Luca offline about this. I'm hesitant to have this work merge

Re: [Mesa-dev] req'd resolution (was: Floating point textures and rendering for Mesa, softpipe and llvmpipe)

2010-09-01 Thread tom fogal
keith whitwell writes: > On Wed, Sep 1, 2010 at 8:34 PM, tom fogal wrote: > > Luca Barbieri writes: > >> Note that this totally destroys the ability to use llvmpipe for > >> high dynamic range rendering, which fundamentally depends on the > >> ability to store unclamped and relatively high preci

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread keith whitwell
On Wed, Sep 1, 2010 at 8:34 PM, tom fogal wrote: > Luca Barbieri writes: >> > It's an impressive amount of work you did here. I'll comment only >> > on the llvmpipe of the changes for now. >> >> Thanks for your feedback! > > While we're on the topic: yes, this is great to see Luca.  Thank you! >

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread keith whitwell
On Wed, Sep 1, 2010 at 7:54 PM, Luca Barbieri wrote: >> It still sounds that you're referring to sampling from a texture and not >> rendering/blending to it. Of course the are related (we only want one >> swizzled layout at most), but the current swizzled layout was chosen to >> make blending easy

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread tom fogal
Luca Barbieri writes: > > It's an impressive amount of work you did here. I'll comment only > > on the llvmpipe of the changes for now. > > Thanks for your feedback! While we're on the topic: yes, this is great to see Luca. Thank you! > > So instead of going through a lot of work to support mul

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread Luca Barbieri
> It still sounds that you're referring to sampling from a texture and not > rendering/blending to it. Of course the are related (we only want one > swizzled layout at most), but the current swizzled layout was chosen to > make blending easy; and not to make texture sampling easy. > > No SoA swizzl

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread José Fonseca
On Wed, 2010-09-01 at 09:24 -0700, Luca Barbieri wrote: > > It's an impressive amount of work you did here. I'll comment only on the > > llvmpipe of the changes for now. > > Thanks for your feedback! > > > Admittedly, always using a floating point is not ideal. A better > > solution would be to c

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread Luca Barbieri
> Well, don't forget that you have to populate the tile from somewhere - > so you'll hit all of the same cachelines that the non-swizzled version > would have. > > We still get locality from binning, meaning that all accesses to a group > of cachelines come in a single burst, after which they are d

[Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread Keith Whitwell
On Wed, 2010-09-01 at 09:24 -0700, Luca Barbieri wrote: > > It's an impressive amount of work you did here. I'll comment only on the > > llvmpipe of the changes for now. > > Thanks for your feedback! > > > Admittedly, always using a floating point is not ideal. A better > > solution would be to c

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread Luca Barbieri
> It's an impressive amount of work you did here. I'll comment only on the > llvmpipe of the changes for now. Thanks for your feedback! > Admittedly, always using a floating point is not ideal. A better > solution would be to choose a swizzled data type (unorm8, fixed point, > float, etc) that ma

Re: [Mesa-dev] [RFC] [BRANCH] Floating point textures and rendering for Mesa, softpipe and llvmpipe

2010-09-01 Thread José Fonseca
On Fri, 2010-08-27 at 05:49 -0700, Luca Barbieri wrote: > I created a new branch called "floating" which includes an apparently > successful attempt at full support of floating-point textures and > render targets. > > I believe it is fundamentally correct, but should be considered a > prototype an

Re: [Mesa-dev] vertex shader that processes 0 vertex data

2010-09-01 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Dave Airlie wrote: > I was looking at glsl-vs-point-size in piglit today and it doesn't > work on gallium. > > void main() > { > gl_Position = vec4(0.0, 0.0, 0.0, 1.0); > gl_PointSize = 16.0; > gl_FrontColor = vec4(1.0, 1.0, 1.

[Mesa-dev] [Bug 29909] DummyFramebuffer and DummyRenderbuffer mutexes not initialized

2010-09-01 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29909 Brian Paul changed: What|Removed |Added Status|NEW |RESOLVED Resolution|

[Mesa-dev] [Bug 29282] Various cygwin mklib/minstall fixes

2010-09-01 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29282 Brian Paul changed: What|Removed |Added Status|NEW |RESOLVED Resolution|

[Mesa-dev] [Bug 29910] Mesa advertises bogus GL_ARB_shading_language_120

2010-09-01 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=29910 --- Comment #3 from Bruce Merry 2010-09-01 00:25:15 PDT --- > Bruce, are you talking about seeing GL_ARB_shading_language_120 in the list of extensions? Sorry yes, that's what I meant: it's the fact that it's showing up in GL_EXTENSIONS that is

Re: [Mesa-dev] vertex shader that processes 0 vertex data

2010-09-01 Thread keith whitwell
On Wed, Sep 1, 2010 at 7:14 AM, Dave Airlie wrote: > I was looking at glsl-vs-point-size in piglit today and it doesn't > work on gallium. > > void main() > { >        gl_Position = vec4(0.0, 0.0, 0.0, 1.0); >        gl_PointSize = 16.0; >        gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0); > } > > S