https://bugs.freedesktop.org/show_bug.cgi?id=106246
--- Comment #7 from Timothy Arceri ---
(In reply to Timothy Arceri from comment #6)
> (In reply to Timothy Arceri from comment #4)
> > (In reply to Nicolai Hähnle from comment #3)
> > > As long as scratch buffer support
From: Dave Airlie
If loading 64-bit vec3 values, a 4 component load would be followed
by a 2 component load and the resulting shuffle would fail as it
requires 2 4 components. This just expands the second results
vector out to 4 components.
This fixes 100 CTS tests:
https://bugs.freedesktop.org/show_bug.cgi?id=106246
--- Comment #6 from Timothy Arceri ---
(In reply to Timothy Arceri from comment #4)
> (In reply to Nicolai Hähnle from comment #3)
> > As long as scratch buffer support is robust, removing LLVM IR optimization
> > passes
Am 29.04.2018 um 21:44 schrieb Gert Wollny:
> Hello Benedict,
>
> thanks for all the testing!
thanks for all the developing ;)
>
> On 29.04.2018 12:12, Benedikt Schemmer wrote:
>>> Which are the names of these test? I'd like to check this on r600,
>>> because here I didn't see any
https://bugs.freedesktop.org/show_bug.cgi?id=106315
Bug ID: 106315
Summary: The witness + dxvk suffers flickering garbage
Product: Mesa
Version: git
Hardware: Other
OS: Linux (All)
Status: NEW
Severity:
Hello Benedict,
thanks for all the testing!
On 29.04.2018 12:12, Benedikt Schemmer wrote:
>> Which are the names of these test? I'd like to check this on r600,
>> because here I didn't see any regressions last time I checked.
>>
> might of course be different on r600 (is bindless available?),
>
https://bugs.freedesktop.org/show_bug.cgi?id=106283
--- Comment #6 from Mark Janes ---
FrameRetrace supports gl shader replacement. I'll enhance it to support
glProgramString. It will be easier to debug shaders with FrameRetrace than
using the environment variables.
https://bugs.freedesktop.org/show_bug.cgi?id=106180
--- Comment #5 from mercuriete ---
Hi
I tried that patch on top of mesa-18.1.0_rc2
it fixes some issues with resizing windows and with alt+tab in csgo+opengl
But it does not fix this problem.
* vulkan smoketest on intel
sorry the last one wasnt correct:
register merge vs yours
Max Increase:
SGPRS: 80 -> 96 (20.00 %) (in
shaders/deusex_mankind/7c39f71090a9db19ac2e1542ea12804ae6c6495b_4864.shader_test)
VGPRS: 64 -> 84 (31.25 %) (in
shaders/dirtrally/0859b69789591d7046e211400b1edd9a7cfca734_742.shader_test)
Real world
(old vs new)
nothing vs register merge:
PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR SpillVGPR PrivVGPR
Scratch CodeSize MaxWaves Waits
0ad6 . . . . .
. . . .
aer
Am 29.04.2018 um 11:34 schrieb Gert Wollny:
> Am Sonntag, den 29.04.2018, 10:43 +0200 schrieb Benedikt Schemmer:
>> Hi Gert,
>>
>> couldn't resist at least to try what would happen if I enable
>> register merge for radeonsi:
>>
>> PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR
>>
On 29/04/18 19:05, Alejandro Piñeiro wrote:
On 29/04/18 10:13, Timothy Arceri wrote:
On 29/04/18 16:48, Alejandro Piñeiro wrote:
From: Eduardo Lima Mitev
This function will be the entry point for linking the uniforms from
the nir_shader objects associated with the
Am Sonntag, den 29.04.2018, 10:43 +0200 schrieb Benedikt Schemmer:
> Hi Gert,
>
> couldn't resist at least to try what would happen if I enable
> register merge for radeonsi:
>
> PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR
> SpillVGPR PrivVGPR Scratch CodeSize MaxWaves
On 29/04/18 10:13, Timothy Arceri wrote:
>
>
> On 29/04/18 16:48, Alejandro Piñeiro wrote:
>> From: Eduardo Lima Mitev
>>
>> This function will be the entry point for linking the uniforms from
>> the nir_shader objects associated with the gl_linked_shaders of a
>> program.
>>
>>
Hi Gert,
couldn't resist at least to try what would happen if I enable register merge
for radeonsi:
PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR SpillVGPR PrivVGPR
Scratch CodeSize MaxWaves Waits
piglit 80732 -0.16 % -0.02 % . .
This too should be moved to src/compiler/glsl/ somewhere.
On 18/04/18 00:36, Alejandro Piñeiro wrote:
From: Neil Roberts
This is based on link_uniform_initializers.cpp.
---
src/compiler/Makefile.sources| 1 +
src/compiler/nir/meson.build
Again this should be moved to src/compiler/glsl/ somewhere.
On 18/04/18 00:36, Alejandro Piñeiro wrote:
From: Eduardo Lima Mitev
This function is equivalent to the compiler/glsl
build_program_resource_list() but will extract the resources from NIR
shaders instead.
For now,
On 29/04/18 16:48, Alejandro Piñeiro wrote:
From: Eduardo Lima Mitev
This function will be the entry point for linking the uniforms from
the nir_shader objects associated with the gl_linked_shaders of a
program.
This patch includes initial support for linking uniforms from
Hello Benedikt,
Am Sonntag, den 29.04.2018, 00:06 +0200 schrieb Benedikt Schemmer:
> Hi Gert
>
> Am 28.04.2018 um 23:51 schrieb Gert Wollny:
> > Am Samstag, den 28.04.2018, 22:43 +0200 schrieb Benedikt Schemmer:
> > > The patches apply cleanly, however I just did a shader-db test
> > > run
> >
From: Eduardo Lima Mitev
This function will be the entry point for linking the uniforms from
the nir_shader objects associated with the gl_linked_shaders of a
program.
This patch includes initial support for linking uniforms from NIR
shaders. It is tailored for the
Fix build error after llvm-7.0.0svn r330669 ("InstCombine: Fix layering
by not including Scalar.h in InstCombine").
CXX rasterizer/jitter/libmesaswr_la-blend_jit.lo
rasterizer/jitter/blend_jit.cpp:816:20: error: use of undeclared identifier
'createInstructionCombiningPass'; did you mean
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