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Instead of adding drm_zalloc, why not just use drm_calloc? At the very
least just make drm_zalloc a macro that calls drm_calloc.
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Instead of adding drm_zalloc, why not just use drm_calloc? At the very
least just make drm_zalloc a macro that calls drm_calloc.
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Xavier Bestel wrote:
> On Wed, 2007-05-23 at 07:23 +0200, Michael Gerdau wrote:
>> For me the huge difference you have for sd to the others increases the
>> likelyhood the glxgears benchmark does not measure scheduling of graphic
>> but something
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Xavier Bestel wrote:
On Wed, 2007-05-23 at 07:23 +0200, Michael Gerdau wrote:
For me the huge difference you have for sd to the others increases the
likelyhood the glxgears benchmark does not measure scheduling of graphic
but something else.
I
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Benjamin Herrenschmidt wrote:
> On Tue, 2006-12-05 at 20:40 -0700, Matthew Wilcox wrote:
>> On Tue, Dec 05, 2006 at 02:56:41PM -0800, Ian Romanick wrote:
>>> I don't know about SiS, but this is certainly *not* true for Via. There
&g
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Benjamin Herrenschmidt wrote:
On Tue, 2006-12-05 at 20:40 -0700, Matthew Wilcox wrote:
On Tue, Dec 05, 2006 at 02:56:41PM -0800, Ian Romanick wrote:
I don't know about SiS, but this is certainly *not* true for Via. There
are some PowerPC
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Matthew Wilcox wrote:
> There's no point in troubling the Alpha, IA-64, PowerPC and PARISC
> people with SiS and VIA options. Andrew thinks it helps find bugs,
> but there's no evidence of that.
>
> Signed-off-by: Matthew Wilcox <[EMAIL PROTECTED]>
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Matthew Wilcox wrote:
There's no point in troubling the Alpha, IA-64, PowerPC and PARISC
people with SiS and VIA options. Andrew thinks it helps find bugs,
but there's no evidence of that.
Signed-off-by: Matthew Wilcox [EMAIL PROTECTED]
diff
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Brian Paul wrote:
> It's other (non-orientation) texture state I had in mind:
>
> - the texel format (OpenGL has over 30 possible texture formats).
> - texture size and borders
> - the filtering mode (linear, nearest, etc)
> - coordinate wrap mode
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Brian Paul wrote:
It's other (non-orientation) texture state I had in mind:
- the texel format (OpenGL has over 30 possible texture formats).
- texture size and borders
- the filtering mode (linear, nearest, etc)
- coordinate wrap mode (clamp,
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Allen Akin wrote:
> On Wed, Aug 31, 2005 at 02:06:54PM -0700, Keith Packard wrote:
> |
> | ...So far, 3D driver work has proceeded almost entirely on the
> | newest documented hardware that people could get. Going back and
> | spending months
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Allen Akin wrote:
> I believe we're doing well with layered implementation strategies like
> Xgl and Glitz. Where we might do better is in (1) extending OpenGL to
> provide missing functionality, rather than creating peer low-level APIs;
> (2)
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Allen Akin wrote:
I believe we're doing well with layered implementation strategies like
Xgl and Glitz. Where we might do better is in (1) extending OpenGL to
provide missing functionality, rather than creating peer low-level APIs;
(2)
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Allen Akin wrote:
On Wed, Aug 31, 2005 at 02:06:54PM -0700, Keith Packard wrote:
|
| ...So far, 3D driver work has proceeded almost entirely on the
| newest documented hardware that people could get. Going back and
| spending months
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