Patches 1 through 4 are
Reviewed-by: Ian Romanick ian.d.roman...@intel.com
I'll try to make it through the rest tomorrow. I have skimmed them, and
it looks mostly okay. I thing a good follow-up patch will be to pull a
bunch of the new stuff out to a new file link_varyings.cpp or something.
On 13 December 2012 03:44, Ian Romanick i...@freedesktop.org wrote:
Patches 1 through 4 are
Reviewed-by: Ian Romanick ian.d.roman...@intel.com
I'll try to make it through the rest tomorrow. I have skimmed them, and
it looks mostly okay. I thing a good follow-up patch will be to pull a
Paul Berry stereotype...@gmail.com writes:
This patch series adds varying packing to Mesa, so that we can handle
varyings composed of things other than vec4's without using up extra
varying components.
Results for glbenchmark 2.7 at 320x240 (units of fps):
N Min Max
On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote:
Paul Berry stereotype...@gmail.com writes:
This patch series adds varying packing to Mesa, so that we can handle
varyings composed of things other than vec4's without using up extra
varying components.
Results for glbenchmark
On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote:
For the initial implementation I've chosen a strategy that operates
exclusively at the GLSL IR level, so that it doesn't require the
cooperation of the driver back-ends.
Wouldn't this negatively affect performance of
On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote:
Paul Berry stereotype...@gmail.com writes:
This patch series adds varying packing to Mesa, so that we can handle
varyings composed of things other than vec4's without using up extra
varying components.
Results for glbenchmark
On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote:
On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote:
For the initial implementation I've chosen a strategy that operates
exclusively at the GLSL IR level, so that it doesn't require the
cooperation of
Paul Berry stereotype...@gmail.com writes:
On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote:
Paul Berry stereotype...@gmail.com writes:
This patch series adds varying packing to Mesa, so that we can handle
varyings composed of things other than vec4's without using up extra
On 12 December 2012 09:51, Eric Anholt e...@anholt.net wrote:
Paul Berry stereotype...@gmail.com writes:
On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote:
Paul Berry stereotype...@gmail.com writes:
This patch series adds varying packing to Mesa, so that we can handle
On 12 December 2012 09:09, Marek Olšák mar...@gmail.com wrote:
R300 and R400 support 4 texture indirections (as defined by
ARB_fragment_program). Adding ALU instructions before the first TEX
instruction increases the number of texture indirections by 1, which
might make some shaders not be
On 12 December 2012 10:21, Paul Berry stereotype...@gmail.com wrote:
On 12 December 2012 09:09, Marek Olšák mar...@gmail.com wrote:
R300 and R400 support 4 texture indirections (as defined by
ARB_fragment_program). Adding ALU instructions before the first TEX
instruction increases the number
On Wed, Dec 12, 2012 at 7:51 PM, Paul Berry stereotype...@gmail.com wrote:
On 12 December 2012 10:21, Paul Berry stereotype...@gmail.com wrote:
On 12 December 2012 09:09, Marek Olšák mar...@gmail.com wrote:
R300 and R400 support 4 texture indirections (as defined by
ARB_fragment_program).
Marek Olšák mar...@gmail.com writes:
On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote:
On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote:
Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to
pack two vec2 texture coordinates
Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to
pack two vec2 texture coordinates into a single vec4. That's because var.xy
texture read can be prefetched, whereas var.zw texture read is not
prefetched (essentially treated as a dependent texture read), and often
On Wed, Dec 12, 2012 at 9:21 PM, Eric Anholt e...@anholt.net wrote:
Marek Olšák mar...@gmail.com writes:
On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote:
On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote:
Not sure if relevant for Mesa, but e.g. on
On 12 December 2012 12:44, Aras Pranckevicius a...@unity3d.com wrote:
Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to
pack two vec2 texture coordinates into a single vec4. That's because var.xy
texture read can be prefetched, whereas var.zw texture read is not
On 12 December 2012 12:53, Marek Olšák mar...@gmail.com wrote:
On Wed, Dec 12, 2012 at 9:21 PM, Eric Anholt e...@anholt.net wrote:
Marek Olšák mar...@gmail.com writes:
On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com
wrote:
On 11 December 2012 23:49, Aras
This patch series adds varying packing to Mesa, so that we can handle
varyings composed of things other than vec4's without using up extra
varying components.
For the initial implementation I've chosen a strategy that operates
exclusively at the GLSL IR level, so that it doesn't require the
For the initial implementation I've chosen a strategy that operates
exclusively at the GLSL IR level, so that it doesn't require the
cooperation of the driver back-ends.
Wouldn't this negatively affect performance of some GPUs?
Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's
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