On Mon, Jun 6, 2016 at 12:40 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> I apologize for the confusion. I won't happen again.
Typo: "I won't ..." -> "It won't ..."
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On Wed, Jun 1, 2016 at 7:07 PM, Marek Olšák wrote:
> On Wed, Jun 1, 2016 at 6:06 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>> On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák wrote:
>>> Because of external factors you can't predict, your driver suddenly
>>> receives a bunch of shaders that take 2000 ms
On Wed, Jun 1, 2016 at 8:51 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> On Wed, Jun 1, 2016 at 3:50 PM, Erik Faye-Lund wrote:
>> On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>>> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
>>
On Wed, Jun 1, 2016 at 7:40 PM, Patrick Baggett
wrote:
>>
>>
>> No. Shader compilation can only be asynchronous if it's far enough
>> from a draw call and the app doesn't query its status. If it's next to
>> a draw call, multithreading is useless. Completely useless.
>>
I take my statement back.
>
>
> No. Shader compilation can only be asynchronous if it's far enough
> from a draw call and the app doesn't query its status. If it's next to
> a draw call, multithreading is useless. Completely useless.
>
I don't know a lot about the shader compilation/linking process, so
I'm just asking this
On Wed, Jun 1, 2016 at 6:06 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák wrote:
>> Because of external factors you can't predict, your driver suddenly
>> receives a bunch of shaders that take 2000 ms to compile right before
>> a draw call. Your budget is 16
On 1 June 2016 at 17:34, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> On Wed, Jun 1, 2016 at 4:06 PM, Brian Paul wrote:
>> I think the issue here is someone comes along with no history in the project
>> and asserts that he has a great solution for a problem
>
> Asynchronous computation is an essential pa
On Wed, Jun 1, 2016 at 4:06 PM, Brian Paul wrote:
> I think the issue here is someone comes along with no history in the project
> and asserts that he has a great solution for a problem
Asynchronous computation is an essential part of the solution to the
problem (problem == faster compiler respon
On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák wrote:
> Because of external factors you can't predict, your driver suddenly
> receives a bunch of shaders that take 2000 ms to compile right before
> a draw call. Your budget is 16 ms per frame to get 30 fps, but you
> can't render the frame if you don'
On Wed, Jun 1, 2016 at 3:50 PM, Erik Faye-Lund wrote:
> On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
>>> I'll let you figure it out by yourself.
>>
>> Why would you withhold information if you already have it? Are you a
Hi,
On 01.06.2016 18:02, Jason Ekstrand wrote:
On Jun 1, 2016 7:43 AM, "Eero Tamminen" mailto:eero.t.tammi...@intel.com>> wrote:
> Startup time may not be a problem for games (some gamers may
disagree), but there are also devices which have legal / certification
requirements for startup times,
On Wed, Jun 1, 2016 at 4:58 PM, Eero Tamminen
wrote:
> Hi,
>
> On 01.06.2016 16:53, Marek Olšák wrote:
>
>> On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>>
>>> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
>>>
I'll let you figure it out by yourself.
>>>
>>>
On Jun 1, 2016 7:43 AM, "Eero Tamminen" wrote:
>
> Hi,
>
>
> On 01.06.2016 16:53, Marek Olšák wrote:
>>
>> On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>>>
>>> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
>>>
>>>
>>> W
Hi,
On 01.06.2016 16:53, Marek Olšák wrote:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or som
Am 2016-06-01 15:53, schrieb Marek Olšák:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
Shader compilation at game loading time is never a problem, so we can
ignore that.
I have to disagree here. For the dolphin emulator, we proposed a GLSL
shader cache (because of mesa..
On 06/01/2016 07:02 AM, ⚛ wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or something?
As far as my memory goes, I have never posted the sentence "I'll let
you
Hi,
On 01.06.2016 16:50, Erik Faye-Lund wrote:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
>> I'll let you figure it out by yourself.
>
> Why would you withhold information if you already have it? Are you a
> "bad person" or something?
The problem has been described
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
>> I'll let you figure it out by yourself.
>
> Why would you withhold information if you already have it? Are you a
> "bad person" or something?
>
> As far as my memory goes, I
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
> On Fri, May 27, 2016 at 8:49 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>> Hello.
>>
>> http://en.cppreference.com/w/cpp/thread/future
>> http://en.cppreference.com/w/cpp/thread/async
>>
>> Assumption: Shader compilation will need run on separate t
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
> I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or something?
As far as my memory goes, I have never posted the sentence "I'll let
you figure it out by yourself" to the
On Fri, May 27, 2016 at 8:49 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> Hello.
>
> http://en.cppreference.com/w/cpp/thread/future
> http://en.cppreference.com/w/cpp/thread/async
>
> Assumption: Shader compilation will need run on separate thread(s).
>
> From a certain perspective, one of the easy wa
⚛ <0xe2.0x9a.0...@gmail.com> writes:
> Hello.
>
> http://en.cppreference.com/w/cpp/thread/future
> http://en.cppreference.com/w/cpp/thread/async
>
> Assumption: Shader compilation will need run on separate thread(s).
>
> From a certain perspective, one of the easy ways of removing Mesa shader
> co
On 27 May 2016 at 21:11, Jason Ekstrand wrote:
> On Fri, May 27, 2016 at 11:49 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
>
>> Hello.
>>
>> http://en.cppreference.com/w/cpp/thread/future
>> http://en.cppreference.com/w/cpp/thread/async
>>
>> Assumption: Shader compilation will need run on separate t
On Fri, May 27, 2016 at 11:49 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
> Hello.
>
> http://en.cppreference.com/w/cpp/thread/future
> http://en.cppreference.com/w/cpp/thread/async
>
> Assumption: Shader compilation will need run on separate thread(s).
>
> From a certain perspective, one of the easy
Hello.
http://en.cppreference.com/w/cpp/thread/future
http://en.cppreference.com/w/cpp/thread/async
Assumption: Shader compilation will need run on separate thread(s).
>From a certain perspective, one of the easy ways of removing Mesa shader
compilation from the "main" thread would be to use std
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