[Mesa-dev] 7.8.3 release

tom fogal tfogal at sci.utah.edu
Tue Aug 31 09:29:39 PDT 2010


tom fogal <tfogal at sci.utah.edu> writes:
> tom fogal <tfogal at sci.utah.edu> writes:
> > Brian Paul <brianp at vmware.com> writes:
> > > On 08/23/2010 10:12 AM, tom fogal wrote:
> > > > Anyway the point of this mail is that I'd like to push whomever
> > > > does these things (Ian?) to create a 7.8.3 release.
> > >
> > > I'd be happy to make the 7.8.3 release at any time.
> >
> > I still have a few tests to do myself.  I'm sure I'll find the time
> > for it over the next week; if you want to do an RC, I'd say go for
> > it whenever you'd like, otherwise please give me a bit :)
>
> I gave this a try over the weekend.
[snip]
> So, long story short: current 7.8 is tested to be good for our case.

I have to correct myself.  I've got a set of shaders that work on
nvidia and the tip of mesa_7_7_branch, but fail with the tip of
7.8.  It's error 0x501 (invalid value, IIRC?) and comes from uniform
handling, I think in glGetActiveUniform.

I need to run right now but hope to do more investigation today.  In
the attached shaders, I get the error with 'texDepth', for example.

-tom

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/*
   For more information, please see: http://software.sci.utah.edu

   The MIT License

   Copyright (c) 2008 Scientific Computing and Imaging Institute,
   University of Utah.

   
   Permission is hereby granted, free of charge, to any person obtaining a
   copy of this software and associated documentation files (the "Software"),
   to deal in the Software without restriction, including without limitation
   the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so, subject to the following conditions:

   The above copyright notice and this permission notice shall be included
   in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
   THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
   DEALINGS IN THE SOFTWARE.
*/

/**
  \file    Transfer-VS.glsl
  \author    Jens Krueger
        SCI Institute
        University of Utah
  \version  1.0
  \date    October 2008
*/


void main(void)
{
  gl_Position = vec4(gl_Vertex.xy,0.5,1.0);
  gl_TexCoord[0] = gl_MultiTexCoord0;
}
-------------- next part --------------
/*
   For more information, please see: http://software.sci.utah.edu

   The MIT License

   Copyright (c) 2008 Scientific Computing and Imaging Institute,
   University of Utah.

   
   Permission is hereby granted, free of charge, to any person obtaining a
   copy of this software and associated documentation files (the "Software"),
   to deal in the Software without restriction, including without limitation
   the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so, subject to the following conditions:

   The above copyright notice and this permission notice shall be included
   in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
   THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
   DEALINGS IN THE SOFTWARE.
*/

/**
  \file    Transfer-FS.glsl
  \author    Jens Krueger
        SCI Institute
        University of Utah
  \version  1.0
  \date    October 2008
*/

uniform sampler2D texColor;  
uniform sampler2D texDepth;

void main(void){
  gl_FragColor = texture2D(texColor, gl_TexCoord[0].xy);
  gl_FragDepth = texture2D(texDepth, gl_TexCoord[0].xy).r;
}


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