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  1. As a clarification, this hasn't actually been...

    As a clarification, this hasn't actually been actively worked on for months -- they're just old patches that were rattling around on the mailing list, had review tags, and would be useful :)
  2. For those asking how much of this is useful to...

    For those asking how much of this is useful to other drivers, in this case "all of it". I've only landed the driver-independent bits, since we ran into a snag with the i965 backend bits where the...
  3. Does anyone have data on sustained write...

    Does anyone have data on sustained write performance for this disk? I'm curious about whether it falls apart under a sustained load like the 840 unfortunately does.
  4. The campaign rebuild isn't complete, but a few...

    The campaign rebuild isn't complete, but a few missions have been done. Multiplayer is pretty solid, though.
  5. The phase transport with engineers isn't an...

    The phase transport with engineers isn't an absolute disaster since the engineers stand outside the target building for the duration of the capture and can be killed (same as in Generals).
  6. Michael, The frame time distribution graphs...

    Michael,

    The frame time distribution graphs are a nice improvement! That tells a *much* more useful story than average FPS.

    -- Chris
  7. Issuing all the glCompileShader(), then doing...

    Issuing all the glCompileShader(), then doing something else for a while, then looping over your shaders again to check their status ought to be pretty ideal. You'll have to experiment with how much...
  8. siavashserver: You just need to do some other...

    siavashserver: You just need to do some other work between glCompileShader and trying to fetch the compile status / info log, or link. If you're already doing that, then great :)
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    Could you explain a bit why you consider...

    Could you explain a bit why you consider ARB_shader_subroutine so important?

    My understanding was that it was a bit of a nuisance feature, so it hasn't been high on my list of priorities.
  10. @Michael: this is ARB_stencil_texturing, not...

    @Michael: this is ARB_stencil_texturing, not ARB_depth_texture. There's a couple of spots in the article where this needs updated :)
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    Looks great!

    Looks great!
  12. I have successfully tested Dota2 now on...

    I have successfully tested Dota2 now on everything from GM45 to Haswell:

    - GM45 and Ironlake require mesa 10 (or git master) for correct rendering, but are unplayably slow even with everything...
  13. Disregard that -- apparently unigine only looks...

    Disregard that -- apparently unigine only looks for the extension when it can't make a core context.
  14. Mesa 10 supports GL3.2/GLSL 1.50 geometry...

    Mesa 10 supports GL3.2/GLSL 1.50 geometry shaders, not the GL_ARB_geometry_shader4 extension. There are some subtle differences.
  15. Since they have a mac port, there's a good chance...

    Since they have a mac port, there's a good chance they're capable of running under a core profile, since that's all you get there for >2.1 too.
  16. Michael: s/Night/Light/ in the title.

    Michael: s/Night/Light/ in the title.
  17. Not trivial, but also not horrendous.

    Not trivial, but also not horrendous.
  18. @Chol: I should point out that I do contract to...

    @Chol: I should point out that I do contract to Intel now -- so not quite the free agent I might appear to be ;)
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    It's great that you're looking at hacking on Mesa...

    It's great that you're looking at hacking on Mesa -- but *please* don't treat piglit as an afterthought.
  20. If you could weasel out of...

    If you could weasel out of ARB_texture_multisample same as the 3.0 MSAA requirement, everything else in 3.2 might be doable.
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