On 02/22/2016 02:10 PM, Matt Turner wrote:
> On Mon, Feb 22, 2016 at 1:05 PM, Ian Romanick wrote:
>> On 02/19/2016 02:57 AM, Iago Toral wrote:
>>> I don't know much about this, but using shader_samples_identical should
>>> only give a benefit if we actually get identical
On 02/22/2016 02:10 PM, Matt Turner wrote:
> On Mon, Feb 22, 2016 at 1:05 PM, Ian Romanick wrote:
>> On 02/19/2016 02:57 AM, Iago Toral wrote:
>>> I don't know much about this, but using shader_samples_identical should
>>> only give a benefit if we actually get identical
On Mon, Feb 22, 2016 at 1:05 PM, Ian Romanick wrote:
> On 02/19/2016 02:57 AM, Iago Toral wrote:
>> I don't know much about this, but using shader_samples_identical should
>> only give a benefit if we actually get identical samples, otherwise it
>> means more work, right?
>
On 02/19/2016 02:57 AM, Iago Toral wrote:
> I don't know much about this, but using shader_samples_identical should
> only give a benefit if we actually get identical samples, otherwise it
> means more work, right?
It is possible to do more work. Assuming the backend compiler does
everything
Am 19.02.2016 um 11:57 schrieb Iago Toral:
> On Thu, 2016-02-18 at 16:13 -0800, Ian Romanick wrote:
>> On 02/18/2016 01:47 PM, Ian Romanick wrote:
>>> On 02/18/2016 08:44 AM, Neil Roberts wrote:
I made a pathological test case (attached) which repeatedly renders into
an MSAA FBO and then
On Fri, 2016-02-19 at 11:47 +, Neil Roberts wrote:
> Iago Toral writes:
>
> > I don't know much about this, but using shader_samples_identical
> > should only give a benefit if we actually get identical samples,
> > otherwise it means more work, right? I noticed that the
Iago Toral writes:
> I don't know much about this, but using shader_samples_identical
> should only give a benefit if we actually get identical samples,
> otherwise it means more work, right? I noticed that the test renders a
> quad with random colors for each vertex that will
On Thu, 2016-02-18 at 16:13 -0800, Ian Romanick wrote:
> On 02/18/2016 01:47 PM, Ian Romanick wrote:
> > On 02/18/2016 08:44 AM, Neil Roberts wrote:
> >> I made a pathological test case (attached) which repeatedly renders into
> >> an MSAA FBO and then blits it to the screen and measures the
On 02/18/2016 01:47 PM, Ian Romanick wrote:
> On 02/18/2016 08:44 AM, Neil Roberts wrote:
>> I made a pathological test case (attached) which repeatedly renders into
>> an MSAA FBO and then blits it to the screen and measures the framerate.
>> It checks it with a range of different sample counts.
On 02/18/2016 08:44 AM, Neil Roberts wrote:
> I made a pathological test case (attached) which repeatedly renders into
> an MSAA FBO and then blits it to the screen and measures the framerate.
> It checks it with a range of different sample counts. The rendering is
> done either by rendering two
I made a pathological test case (attached) which repeatedly renders into
an MSAA FBO and then blits it to the screen and measures the framerate.
It checks it with a range of different sample counts. The rendering is
done either by rendering two triangles to fill the framebuffer or by
calling
From: Ian Romanick
Somewhat surprisingly, this didn't have any affect on performance in the
benchmarks that Martin tried for me.
Signed-off-by: Ian Romanick
---
src/mesa/drivers/common/meta_blit.c | 10 +-
1 file changed, 9
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