WTF? I've rebadged that out about 7 times now. Why does that line keep
rematerializing?
On Nov 17, 2012, at 4:28 PM, Kenneth Graunke wrote:
> On 11/16/2012 03:20 PM, Ian Romanick wrote:
>> All,
>>
>> Starting next week I'm going to reorder, clean-up, and post patches from
>> the gles3 branch t
On Nov 17, 2012, at 11:26 PM, Kenneth Graunke wrote:
> According to page 163 of the ES 3.0 spec:
>
> "Texture lookups involving textures with depth component data generate
> a texture base color C_b either using depth data directly or by
> performing a comparison with the D_ref value used to per
This was a regression in the brw_fs_fp.cpp change. We just need to return
something good enough to get the visitor to the end without crashing, but
ir->type isn't initialized and we wanted something of the coordinate's type
anyway.
Fixes around 30 piglit cases on my ilk system in drawpixels and f
Kenneth Graunke writes:
> On 11/09/2012 01:34 PM, Eric Anholt wrote:
>> ---
>> src/mesa/drivers/dri/i965/brw_fs.cpp | 62 --
>> src/mesa/drivers/dri/i965/brw_fs.h |3 +-
>> src/mesa/drivers/dri/i965/brw_fs_fp.cpp | 23 +++
>> src/mesa/driver
Kenneth Graunke writes:
> These helper macros save you from writing nasty expressions like:
>
>if ((inst->src[1].type == BRW_REGISTER_TYPE_F &&
> inst->src[1].imm.f == 1.0) ||
> ((inst->src[1].type == BRW_REGISTER_TYPE_D ||
> inst->src[1].type == BRW_REGISTER_TYPE_U
Calling glTexParameteri() with pname GL_TEXTURE_MAX_LEVEL and either a
target of GL_TEXTURE_RECTANGLE or a negative value previously generated
GL_INVALID_OPERATION. However, GL_INVALID_VALUE seems more appropriate.
Fixes oglconform's api-error/negative.glTexParameter and es3conform's
sgis_texture
so I've been reading trying to figure out what msaa is and how it
works (I've read it about 30 times now and still have only a passing
idea!!)
So softipipe has some coverage info it stores per quad and passes in
as an input,
just wondering what this was meant for, like has someone gotten some
AA