Hi,
I would like to port mesa to powerpc without an OS. Is this possible if
so what should i do? I have ported libglapi and libmesa and libOSMesa to
powerpc can i display something with this setup. I use a virtex 5 fpga for
the purpose. Kindly advice me .
__
On Mon, Oct 25, 2010 at 2:54 PM, Kenneth Graunke wrote:
> First, it changes autoconf to use a "python2" binary when available,
> rather than plain "python" (which is ambiguous). Secondly, it changes
> the Makefiles to use $(PYTHON) $(PYTHON_FLAGS) rather than calling
> python directly. Finally,
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Ian, I've addressed the issues you raised with the patch sequence.
Rather than spamming the mailing list with the new patches, though, I'll
just point to the Gitweb.
gitweb:
http://cgit.freedesktop.org/~chadversary/mesa/log/?h=AMD_conservative_depth
From: Chad Versace
When validating a global variable in the linking stage, verify that each of
the layout qualifiers below is identical among all instances of the
global variable:
- origin_upper_left
- pixel_center_integer
---
src/glsl/linker.cpp | 12
1 files changed, 12
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #8 from Sven Arvidsson 2010-10-25 15:12:21 PDT ---
(In reply to comment #7)
> Would you say that it is caused by the game's code, or is the problem in the
> video driver?
Savage 2 works (or at least worked) fine with r300g and llvmpi
Hi,
some of you probably noticed that I was working on getting the XvMC
state tracker in the pipe-video branch running with the r600 gallium
driver. It was quite a success, but I still have some unresolved
problems and need some feedback/new ideas with that.
Beside from the current limitations o
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #7 from infested...@gmail.com 2010-10-25 14:30:57 PDT ---
(In reply to comment #6)
> Having seen this kind of thing in the past, my guess is it's a bug in the
> vertex shader's handling of indirect addressing into the constant buffer t
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #6 from Brian Paul 2010-10-25 14:25:28 PDT ---
Having seen this kind of thing in the past, my guess is it's a bug in the
vertex shader's handling of indirect addressing into the constant buffer to get
skinning parameters.
--
Configu
First, it changes autoconf to use a "python2" binary when available,
rather than plain "python" (which is ambiguous). Secondly, it changes
the Makefiles to use $(PYTHON) $(PYTHON_FLAGS) rather than calling
python directly. Finally, it removes the second -O from PYTHON_FLAGS,
as it triggers docstr
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #5 from infested...@gmail.com 2010-10-25 13:47:53 PDT ---
Completely out of coincidence, I have just found something else. If I play
Sauerbraten which is an open-source OpenGL game, and when I turn "shaders" on
then the exact same effe
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #4 from infested...@gmail.com 2010-10-25 13:37:11 PDT ---
(In reply to comment #3)
> Arch Linux's testing repo contains 7.9, if you want to go that route.
>
> If you want to use the AUR's -git packages, you'll need intel-dri-git,
> li
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #3 from Kenneth Graunke 2010-10-25 13:14:57
PDT ---
Arch Linux's testing repo contains 7.9, if you want to go that route.
If you want to use the AUR's -git packages, you'll need intel-dri-git,
libgl-git, and possibly mesa-git. Or,
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #2 from infested...@gmail.com 2010-10-25 12:47:16 PDT ---
(In reply to comment #1)
> For Savage 2, you really need to upgrade to Mesa 7.9 for the reworked GLSL
> support.
>
> There's however still a few problems with the game (might
Hello list,
There are still some places in the build system which directly call
python. This is an issue now that python3 has started to become the
default version, this is true on at least Arch Linux. The attached patch
fixes the build system to always use the PYTHON2 make variable together
with
https://bugs.freedesktop.org/show_bug.cgi?id=31101
Kenneth Graunke changed:
What|Removed |Added
Status|NEW |ASSIGNED
AssignedTo|mesa-...@l
https://bugs.freedesktop.org/show_bug.cgi?id=31104
--- Comment #1 from Sven Arvidsson 2010-10-25 12:33:10 PDT ---
For Savage 2, you really need to upgrade to Mesa 7.9 for the reworked GLSL
support.
There's however still a few problems with the game (might be hardware specific)
tracked in bug 30
https://bugs.freedesktop.org/show_bug.cgi?id=31104
Summary: Savage 2 characters severely distorted!
Product: Mesa
Version: 7.8
Platform: x86-64 (AMD64)
OS/Version: Linux (All)
Status: NEW
Severity: major
Priority: m
https://bugs.freedesktop.org/show_bug.cgi?id=31101
Summary: [glsl2] abort() in
ir_validate::visit_enter(ir_assignment *ir)
Product: Mesa
Version: git
Platform: x86 (IA32)
OS/Version: All
Status: NEW
Severi
I build VTK from git with Mesa from git every night.
mesa is built with :
./autogen.sh \
--prefix=/home/kevin/mesa_osmesa/ \
--with-driver=osmesa \
--disable-gallium
VTK is linked to OSMesa only and no other GL.
VTK's Charts-TestMultipleScalarsToColors test is segfaulting.
The backtrace
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Ian Romanick wrote:
> There aren't any linker changes. Linking should fail when an
> application tries to link shaders with conflicting layouts.
It seems that we already fail this for
GL_ARB_fragment_coord_conventions. I added two piglit test cases
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Chad Versace wrote:
> Function ast_declarator_list::hir(), when processing keywords added by
> extension ARB_fragment_coord_conventions, made the mistake of checking only if
> the extension was __supported by the driver__. The correct behavior is to
>
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Chad Versace wrote:
> I'm submitting this patch sequence for review. It implements support for the
> AMD_conservative_depth extension in the GLSL compiler front-end.
>
> gitweb:
> http://cgit.freedesktop.org/~chadversary/mesa/log/?h=AMD_conservative_
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Chad Versace wrote:
> In file glsl_parser.ypp, within the production rule of layout_qualifier_id,
> factor out the logic for extension ARB_fragment_coord_conventions into its own
> function.
>
> Rationale: A future commit will add to this production r
On 10/24/2010 03:36 PM, Marek Olšák wrote:
Tested with r300g.
Signed-off-by: Marek Olšák
Looks good.
-Brian
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On 10/23/2010 12:22 PM, Chad Versace wrote:
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I'm submitting this patch sequence for review. It implements support for the
AMD_conservative_depth extension in the GLSL compiler front-end.
Looks good to me.
-Brian
__
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