HI,
> As previously mentioned, I increased the RenderQueue buffer (see patchs at
> the end) to 4M (instead of 32K) and d3d & opengl get boosted.
It is great to see the tile-size improvements reach the other backends too :)
In case of the buffer size - I wonder is 4M really needed or was it an
Hi, Clemens.
On 21/02/2018 23:41, Clemens Eisserer wrote:
It is still in prototype state with a few rough edges and a few
corner-cases unimplemented (e.g. extra alpha with antialiasing),
but should be able to run most workloads:
http://93.83.133.214/webrev/
Hi, Laurent.
On 05/03/2018 14:19, Laurent Bourgès wrote:
First Marlin 0.9.1 patch works well: no crash or bug with larger tiles
128x64 even if d3d / opengl uses internally 32x32 texture caches.
Moreover xrender pipeline is the fastest compared to D3D (40% slower) or
opengl (>250% slower) !
It isn't "unlikely" .. it is just "relatively rare".
-phil.
On 03/05/2018 04:00 PM, Magnus Ihse Bursie wrote:
On 2018-03-06 00:53, Phil Race wrote:
+ $(ECHO) needs to be updated for both 32 and 64 bit platforms. You
have now needs -> need.
Fixed typo. Thanks! (I really hate how I suck at
On 2018-03-06 00:53, Phil Race wrote:
+ $(ECHO) needs to be updated for both 32 and 64 bit platforms. You
have now needs -> need.
Fixed typo. Thanks! (I really hate how I suck at those English plural
s'es :-&)
Could we make this easier by trying to generate the 32 bit native
binary as well
+ $(ECHO) needs to be updated for both 32 and 64 bit platforms. You have
now needs -> need. Could we make this easier by trying to generate the
32 bit native binary as well if running on 64 bits ? Looks like this was
not normally done on Linux but if you have 32 bit compiler + library
support
On 2018-03-05 23:38, Phil Race wrote:
>I'm not sure what role the "verification" step we had before ever
played.
>For all the years we've been "verifying" this, we've detected no
differences.
I think this is useful in the event that you make some changes and
regenerate the 64 bit sizes but
>I'm not sure what role the "verification" step we had before ever played.
>For all the years we've been "verifying" this, we've detected no
differences.
I think this is useful in the event that you make some changes and
regenerate the 64 bit sizes but not 32 bit.
For example this old bug
Phil,
As promised, I made Marlin 0.9.1 benchmarks on windows & linux to compare
d3d, opengl & xrender backends on the same machine: I5 + nvidia 1070.
(I will test on mac OS X soon, if needed)
First Marlin 0.9.1 patch works well: no crash or bug with larger tiles
128x64 even if d3d / opengl uses
Alexey,
Thanks for the link. I have downloaded it and am trying it out now.
Bill
On 1/26/18, 5:53 AM, "Alexey Ushakov" wrote:
Hello Bill,
You can try our production bits
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