On 04/08/2013 03:24 PM, Ian Romanick wrote:
From: Ian Romanick
Use a first function that extract the vector being indexed and the index
from the deref. Call the second function that does the real work.
Coming patches will add a new ir_expression for variable indexing into a
vector. Having th
On 04/08/2013 03:24 PM, Ian Romanick wrote:
From: Ian Romanick
Lower ir_binop_vector_extract with a constant index to a swizzle. This
is exactly like ir_dereference_array of a vector with a constant index.
Signed-off-by: Ian Romanick
---
src/glsl/lower_vec_index_to_swizzle.cpp | 45 +++
Signed-off-by: Jordan Justen
---
src/mapi/glapi/gen/GL3x.xml |2 +-
src/mesa/main/fbobject.c| 17 +
src/mesa/main/fbobject.h|4
3 files changed, 22 insertions(+), 1 deletion(-)
diff --git a/src/mapi/glapi/gen/GL3x.xml b/src/mapi/glapi/gen/GL3x.xml
index 9ca
When checking framebuffer completeness, we test each attachment.
We verify that all attachments are consistent in terms of layers.
1. They must all be layered, or all non-layered
2. If they are layered, they must match in depth
Signed-off-by: Jordan Justen
---
src/mesa/main/fbobject.c | 20 ++
If glFramebufferTexture is used, then the framebuffer attachment is
layered.
Signed-off-by: Jordan Justen
---
src/mesa/main/fbobject.c | 16 +---
src/mesa/main/fbobject.h |3 ++-
src/mesa/main/mtypes.h |1 +
3 files changed, 12 insertions(+), 8 deletions(-)
diff --git a/
With glFramebufferTexture, a renderbuffer may support
all layers of the texture, so we need the depth of the
renderbuffer to check for consistency which is required
for framebuffer completeness.
Signed-off-by: Jordan Justen
---
src/mesa/main/mtypes.h |1 +
src/mesa/main/renderbuffer.c
This series adds support for the glFramebufferTexture function,
which is required for GL 3.2 / ARB_geometry_shader4.
These patches are available within the amd_vertex_shader_layer
branch of git://people.freedesktop.org/~jljusten/mesa.
Jordan Justen (4):
mesa: add renderbuffer Depth field
mesa
This is enabled by the AMD_vertex_shader_layer extension.
Signed-off-by: Jordan Justen
---
src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp |4
1 file changed, 4 insertions(+)
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
in
This GLSL extension requires that AMD_vertex_shader_layer be
enabled by the driver.
Signed-off-by: Jordan Justen
---
src/glsl/builtin_variables.cpp | 31 +++
src/glsl/glsl_parser_extras.cpp |1 +
src/glsl/glsl_parser_extras.h |2 ++
3 files changed, 34 in
This extension will require driver support, so it must
be enabled by the driver.
http://www.opengl.org/registry/specs/AMD/vertex_shader_layer.txt
Signed-off-by: Jordan Justen
---
src/mesa/main/extensions.c |1 +
src/mesa/main/mtypes.h |3 ++-
2 files changed, 3 insertions(+), 1 dele
This series adds the AMD_vertex_shader_layer extension,
and enables intel drivers to set the layer in the VUE
if gl_Layer has been written in the vertex shader.
Note: there will be more patch series required before
the i965 driver will be able to enable the
AMD_vertex_shader_layer. In addition, th
- Original Message -
> Fixes a crash when one of the so targets is null.
>
> Signed-off-by: Zack Rusin
> ---
> src/gallium/drivers/llvmpipe/lp_draw_arrays.c |7 +--
> 1 file changed, 5 insertions(+), 2 deletions(-)
>
> diff --git a/src/gallium/drivers/llvmpipe/lp_draw_arrays.c
Looks good to me.
Jose
- Original Message -
> Signed-off-by: Adam Jackson
> ---
> src/gallium/auxiliary/gallivm/lp_bld_arit.c | 4 ++--
> 1 file changed, 2 insertions(+), 2 deletions(-)
>
> diff --git a/src/gallium/auxiliary/gallivm/lp_bld_arit.c
> b/src/gallium/auxiliary/gallivm/lp_bl
Seems fine to me. Though you might also want to update
src/gallium/auxiliary/rtasm/rtasm_execmem.c while you're at it.
Jose
- Original Message -
> * Haiku recently got DEP support which can result in the
> OS locking down execution in non-exec flagged memory.
> ---
> src/mesa/main/exe
On 04/08/2013 03:24 PM, Ian Romanick wrote:
From: Ian Romanick
The new opcode is used to get a single field from a vector. The field
index may not be constant. This will eventually replace
ir_dereference_array of vectors. This is similar to the extractelement
instruction in LLVM IR.
http://
On 04/27/2013 12:36 AM, Jordan Justen wrote:
Reviewed-by: Jordan Justen
Tested-by: Jordan Justen
I tested steam and a few games, and it seems good. On one generally
problematic (non-Valve) TF2 map, I did see some vertex location
issues. I don't suspect these are introduced by this patch.
Sinc
On 04/27/2013 02:53 PM, Marek Olšák wrote:
Reviewed-by: Marek Olšák
This looks incomplete though. There are a lot more texture opcodes and
texture targets which could be handled there as well.
Yes, this patch handles most trivial cases, though I think they are most
frequently used cases as w
Reviewed-by: Marek Olšák
This looks incomplete though. There are a lot more texture opcodes and
texture targets which could be handled there as well.
Marek
On Sat, Apr 27, 2013 at 10:29 AM, Vadim Girlin wrote:
> This results in more clean shader code and may improve the quality of
> optimized
Hi Chris,
On Fri, Apr 26, 2013 at 5:42 PM, Chris Wilson wrote:
> On Fri, Apr 26, 2013 at 04:26:05PM +0800, Chia-I Wu wrote:
>> I just pushed the driver to master, under the name ilo. The driver is
>> still new and has many bugs or known issues, but I will continue
>> improving it.
>
> FYI, you c
With the fixed version of the first patch, plus the second;
- No piglit regressions on Ironlake.
- Fixes 4 piglits: EXT_framebuffer_multisample/interpolation 0 centroid-*
On Sat, Apr 27, 2013 at 7:36 PM, Jordan Justen wrote:
> Reviewed-by: Jordan Justen
> Tested-by: Jordan Justen
>
> I tested
Hi,
On Thursday, April 25, 2013 10:29:27 Jose Fonseca wrote:
> - There are a bunch of options that need to be set via globals, (see
> lp_set_target_options), so app/drivers could tamper with each other
> options.
>
> - llvm::cl::ParseCommandLineOptions will complain if called multiple times
> --
This results in more clean shader code and may improve the quality of
optimized code produced by r600-sb due to eliminated false dependencies
in some cases.
Signed-off-by: Vadim Girlin
---
There are no piglit regressions with this patch on evergreen.
I consider this as a prerequisite for r600-s
Jose,
On Thursday, April 25, 2013 03:52:44 Jose Fonseca wrote:
> There is no paradox. To be clear:
Ok, thanks!
Mathias
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Reviewed-by: Jordan Justen
Tested-by: Jordan Justen
I tested steam and a few games, and it seems good. On one generally
problematic (non-Valve) TF2 map, I did see some vertex location
issues. I don't suspect these are introduced by this patch.
Since this is for the stable branch, please verify
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