Am 11.12.18 um 10:37 schrieb Mathias Fröhlich:
>
> Hey,
>
> On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote:
>> On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
>>> Hi Erik,
>>>
>>> Not sure if this is our problem as I think that I only saw simple
>>> bindings with a zero
On Tue, 2018-12-11 at 11:42 +0100, Mathias Fröhlich wrote:
> Erik,
>
> > Yeah, in both D3D11 and D3D12, InstanceDataStepRate is per element,
> > not
> > per input slot. So I guess this is the most flexible way of
> > describing
> > this, and we'll have to duplicate the bindings in cases like these
Erik,
> Yeah, in both D3D11 and D3D12, InstanceDataStepRate is per element, not
> per input slot. So I guess this is the most flexible way of describing
> this, and we'll have to duplicate the bindings in cases like these.
More an answer to your below question.
But I think you are giving the answe
On Tue, 2018-12-11 at 10:37 +0100, Mathias Fröhlich wrote:
> Hey,
>
> On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote:
> > On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
> > > Hi Erik,
> > >
> > > Not sure if this is our problem as I think that I only saw simple
> > > b
Hey,
On Tuesday, 11 December 2018 10:19:47 CET Erik Faye-Lund wrote:
> On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
> > Hi Erik,
> >
> > Not sure if this is our problem as I think that I only saw simple
> > bindings with a zero instance divisor while debugging supertux kart.
> >
>
On Mon, 2018-12-10 at 18:23 +0100, Mathias Fröhlich wrote:
> Hi Erik,
>
> Not sure if this is our problem as I think that I only saw simple
> bindings with a zero instance divisor while debugging supertux kart.
>
> But at least I think that this is a problem in virglrenderer. The
> glVertexBindin
Hi Erik,
Not sure if this is our problem as I think that I only saw simple
bindings with a zero instance divisor while debugging supertux kart.
But at least I think that this is a problem in virglrenderer. The
glVertexBindingDivisor is per binding and not per vertex attribute
in OpenGL.
... you p
Good Morning,
Again sorry, but since I only work here in the spare time, I did not find
enough to respond earlier.
On Tuesday, 4 December 2018 10:35:58 CET Erik Faye-Lund wrote:
> > Sounds to me like that, or even worse something with the
> > supertuxkart.
> > I have not yet understood what they
Good Morning,
On Tuesday, 4 December 2018 13:33:29 CET Gert Wollny wrote:
> Am Dienstag, den 04.12.2018, 10:35 +0100 schrieb Erik Faye-Lund:
> >
> > But looking through both virgl and virglrenderer, I can't spot
> > anything obviously wrong with the way inputs are being set up...
> >
> > > May b
Am Dienstag, den 04.12.2018, 10:35 +0100 schrieb Erik Faye-Lund:
>
> But looking through both virgl and virglrenderer, I can't spot
> anything obviously wrong with the way inputs are being set up...
>
> > May be you can observe the same type of VAO in Serious Sam 3?
>
> I don't have Serious Sam
On Tue, 2018-12-04 at 07:54 +0100, Mathias Fröhlich wrote:
> Hey,
>
> On Monday, 3 December 2018 12:15:17 CET Erik Faye-Lund wrote:
> > Yeah. An important thing to note is that virgl is pretty widely
> > tested
> > by now, and we don't see this pop up in other places... And that
> > sounds
> > a b
Hey,
On Monday, 3 December 2018 12:15:17 CET Erik Faye-Lund wrote:
> Yeah. An important thing to note is that virgl is pretty widely tested
> by now, and we don't see this pop up in other places... And that sounds
> a bit strange to me.
Good to know, I don't actually know how wide virgl is alread
On Fri, 2018-11-30 at 07:06 +0100, Mathias Fröhlich wrote:
> Good Morning,
>
> On Tuesday, 27 November 2018 10:17:07 CET Erik Faye-Lund wrote:
> > On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote:
> > > Hi Erik,
> > >
> > > > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund
> >
Good Morning,
On Tuesday, 27 November 2018 10:17:07 CET Erik Faye-Lund wrote:
> On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote:
> > Hi Erik,
> >
> > > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > > > > I know this is *very* late notice, but this commit broke Sup
On Tue, 2018-11-27 at 07:11 +0100, Mathias Fröhlich wrote:
> Hi Erik,
>
> > > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > > > I know this is *very* late notice, but this commit broke Super
> > > > Tux
> > > > Kart
> > > > on VirGL. Both the player-models as as well as the le
Hi Erik,
> > On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > > I know this is *very* late notice, but this commit broke Super Tux
> > > Kart
> > > on VirGL. Both the player-models as as well as the level data
> > > renders
> > > with gibberish vertex positions since this commit.
Yes, it's the right thread and the right commit for radeonsi. All geometry
is broken. I might revert it.
Marek
On Mon, Nov 26, 2018, 3:56 PM Erik Faye-Lund Uhm, what? Are you sure you're responding to the right email and
> linking the right commit? Because, well, this problem has been present
>
(sorry, forgot to answer one of the questions)
On Mon, 2018-11-26 at 21:33 +0100, Mathias Fröhlich wrote:
> Hi,
>
> On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > I know this is *very* late notice, but this commit broke Super Tux
> > Kart
> > on VirGL. Both the player-models a
On Mon, 2018-11-26 at 21:33 +0100, Mathias Fröhlich wrote:
> Hi,
>
> On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> > I know this is *very* late notice, but this commit broke Super Tux
> > Kart
> > on VirGL. Both the player-models as as well as the level data
> > renders
> > with
Uhm, what? Are you sure you're responding to the right email and
linking the right commit? Because, well, this problem has been present
here since Mesa 18.1, and that commit went in *today*... Also, it seems
very unlikely for a GetTexImage-related commit to change the renndered
*geometry*...
On Mo
I have this issue on radeonsi as well, but the bad commit is:
commit f1998e15ffccf260552bf559abe1a733a8ce990e
Author: Erik Faye-Lund
Date: Wed Nov 21 20:09:46 2018 +0100
mesa/main: remove ARB suffix from glGetnTexImage
This function has been core since OpenGL 4.3, so naming the
im
Hi,
On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> I know this is *very* late notice, but this commit broke Super Tux Kart
> on VirGL. Both the player-models as as well as the level data renders
> with gibberish vertex positions since this commit.
>
> The fix that Rob Clark did
On Mon, 2018-05-07 at 08:14 +0200, mathias.froehl...@gmx.net wrote:
> From: Mathias Fröhlich
>
> Finally make use of the binding information in the VAO when
> setting up arrays for draw.
>
> v2: Emit less relocations also for interleaved userspace arrays.
>
> Signed-off-by: Mathias Fröhlich
I
On Tuesday, 15 May 2018 20:36:19 CEST Rob Clark wrote:
> On Tue, May 15, 2018 at 2:33 PM, Mathias Fröhlich
> wrote:
> > Hi,
> >
> > On Tuesday, 15 May 2018 20:12:47 CEST Rob Clark wrote:
> >> oh, ok, "st/mesa: Make the input_to_index array available." isn't
> >> handling the nir case ;-)
> >
> > U
On Tue, May 15, 2018 at 2:33 PM, Mathias Fröhlich
wrote:
> Hi,
>
> On Tuesday, 15 May 2018 20:12:47 CEST Rob Clark wrote:
>> oh, ok, "st/mesa: Make the input_to_index array available." isn't
>> handling the nir case ;-)
>
> Uh, ok.
>
> So, you may want to look at something similar to
>
> commit 99
Hi,
On Tuesday, 15 May 2018 20:12:47 CEST Rob Clark wrote:
> oh, ok, "st/mesa: Make the input_to_index array available." isn't
> handling the nir case ;-)
Uh, ok.
So, you may want to look at something similar to
commit 9987a072cbc00306eb4d34409f6325ae29728a2f
Author: Mathias Fröhlich
Date:
On Tue, May 15, 2018 at 2:07 PM, Rob Clark wrote:
> On Tue, May 15, 2018 at 1:41 PM, Rob Clark wrote:
>> On Mon, May 7, 2018 at 2:14 AM, wrote:
>>> From: Mathias Fröhlich
>>>
>>> Finally make use of the binding information in the VAO when
>>> setting up arrays for draw.
>>>
>>> v2: Emit less r
On Tue, May 15, 2018 at 1:41 PM, Rob Clark wrote:
> On Mon, May 7, 2018 at 2:14 AM, wrote:
>> From: Mathias Fröhlich
>>
>> Finally make use of the binding information in the VAO when
>> setting up arrays for draw.
>>
>> v2: Emit less relocations also for interleaved userspace arrays.
>>
>> Sign
On Mon, May 7, 2018 at 2:14 AM, wrote:
> From: Mathias Fröhlich
>
> Finally make use of the binding information in the VAO when
> setting up arrays for draw.
>
> v2: Emit less relocations also for interleaved userspace arrays.
>
> Signed-off-by: Mathias Fröhlich
This appears to break glmark2 (
Two minor nits below.
-Brian
On 05/07/2018 12:14 AM, mathias.froehl...@gmx.net wrote:
From: Mathias Fröhlich
Finally make use of the binding information in the VAO when
setting up arrays for draw.
v2: Emit less relocations also for interleaved userspace arrays.
Signed-off-by: Mathias Fröhli
From: Mathias Fröhlich
Finally make use of the binding information in the VAO when
setting up arrays for draw.
v2: Emit less relocations also for interleaved userspace arrays.
Signed-off-by: Mathias Fröhlich
---
src/mesa/state_tracker/st_atom_array.c | 432 -
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