Hi,
On keskiviikko 16 heinäkuu 2014, Thorsten Glaser wrote:
On Wed, 16 Jul 2014, John Paul Adrian Glaubitz wrote:
Absolutely. Could the upstream Mesa developers maybe apply the patch
as well?
They are not taking us for real, see #728053 for their feedback…
While effect of unaligned
Hi,
Honestly, I think I'm okay with our usual metrics like:
- Increased FPS in a game or benchmark
- Reduced number of instructions or memory accesses in
a shader program
- Reduced memory consumption
- Significant cycle reduction in callgrind or better generated code
(ideally if it's
Hi,
On 12/04/2014 11:38 PM, Mario Kleiner wrote:
On 12/04/2014 11:20 AM, Axel Davy wrote:
On 02/12/2014 20:53, Mario Kleiner wrote :
Restores proper immediate tearing swap behaviour for
OpenGL bufferswap under DRI3/Present.
+ if (priv-swap_interval == 0)
+ options |=
Hi,
On 12/06/2014 05:46 AM, Jonathan Gray wrote:
Along with the ABI-check scripts it seems at the very least
all occurances of #!/bin/bash should be changed to
#!/usr/bin/env bash if they are actually bash specific.
Debian's devscripts package's checkbashisms checker tells about Bash needs:
Hi,
On 12/15/2014 07:46 AM, Keith Packard wrote:
Mario Kleiner mario.kleiner...@gmail.com writes:
Restores proper immediate tearing swap behaviour for
OpenGL bufferswap under DRI3/Present.
Hrm. I'd love for this to be controlled by the GLX_EXT_swap_control_tear
extension, but that one uses
://bugs.freedesktop.org/show_bug.cgi?id=86969
Signed-off-by: Kenneth Graunke kenn...@whitecape.org
Cc: Chris Wilson ch...@chris-wilson.co.uk
Cc: Eero Tamminen eero.t.tammi...@intel.com
---
src/mesa/drivers/dri/i965/brw_context.h | 3 +++
src/mesa/drivers/dri/i965/gen6_queryobj.c | 27
Hi,
On 12/16/2014 08:30 PM, Mario Kleiner wrote:
On 12/16/2014 09:23 AM, Keith Packard wrote:
Mario Kleiner mario.kleiner...@gmail.com writes:
The 0 case is good for benchmarking.
Sure, but the current code does benchmarking just fine. In fact, because
it doesn't copy queued frames that
Hi,
On 02/03/2015 05:06 PM, Jason Ekstrand wrote:
Ooh! I bet this fixes our rendering problems on some of those benchmarks
too! I was wondering why generating made was causing problems.
NIR in today's Mesa renders fine all the benchmarks in which I've had
noticed rendering artifacts last
Hi,
On 02/05/2015 01:31 AM, Kenneth Graunke wrote:
On Wednesday, February 04, 2015 01:52:57 PM Carl Worth wrote:
From: Kristian Høgsberg k...@bitplanet.net
This code provides for an on-disk cache of objects. Objects are stored
and retrieved (in ~/.cache/mesa) via names that are arbitrary
Hi,
On 01/16/2015 11:43 PM, Kenneth Graunke wrote:
On Thursday, January 15, 2015 07:12:20 AM Jason Ekstrand wrote:
On Jan 15, 2015 12:27 AM, Eero Tamminen eero.t.tammi...@intel.com wrote:
...
Any ideas how the loop unrolling could be reliably be taken into account
automatically
Hi,
On 01/15/2015 03:04 AM, Matt Turner wrote:
On Wed, Jan 14, 2015 at 1:52 PM, Matt Turner matts...@gmail.com wrote:
On Wed, Jan 14, 2015 at 1:29 PM, Matt Turner matts...@gmail.com wrote:
glsl: Optimize certain if-statements to just casts from the condition
Cherry-picked to master, the
Hi,
On 02/05/2015 06:21 AM, Matt Turner wrote:
total instructions in shared programs: 5895414 - 5747578 (-2.51%)
instructions in affected programs: 3618111 - 3470275 (-4.09%)
helped:20492
HURT: 4449
GAINED:
Hi,
On 03/20/2015 09:29 AM, Dave Airlie wrote:
I started running pahole on stuff today and mesa had a bunch of low
hanging fruit all over the types, the main thing all of this
does is reduce the mesa context size considerably.
before:
/* size: 150024, cachelines: 2345, members: 114 */
after:
Hi,
On 03/16/2015 06:37 PM, Matt Turner wrote:
On Mon, Mar 16, 2015 at 4:54 AM, Tapani Pälli tapani.pa...@intel.com wrote:
Is there some particular Piglit test case that hits this path and is it
possible with gen5 (by removing gen check)? I've tried this with
handicrafted shader_test and also
Hi,
On 02/11/2015 08:45 PM, Kenneth Graunke wrote:
On Wednesday, February 11, 2015 04:56:56 PM Juha-Pekka Heikkila wrote:
There is no error path available thus instead of giving
realloc possibility to fail use new which will never
return null pointer and throws bad_alloc on failure.
...
Hi,
On 05/06/2015 08:28 PM, Kenneth Graunke wrote:
I agree with Axel - I think LIBGL_DRI3_DISABLE=1 already does what you
want, so patch 2 is unnecessary.
That needs a patch to doc/envvars.html...
- Eero
___
mesa-dev mailing list
Hi,
On 06/05/2015 02:35 AM, Ben Widawsky wrote:
On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote:
I ran the patch through shader-db, and there were no changes, but
that's because we have no vertex shaders that spill. Until we have
vertex shaders that spill, I don't think figuring
Hi,
On 06/20/2015 03:32 PM, Timothy Arceri wrote:
The restrictions in ES make the extension easier to implement so
I thought I'd try get this stuff reviewed an committed before finishing
up the full extension.
The bits that I'm still working on for the desktop version are AoA inputs
outputs,
Hi,
On 06/25/2015 02:48 AM, Davin McCall wrote:
In terms of performance:
(export LIBGL_ALWAYS_SOFTWARE=1; time glmark2)
For Intel driver, INTEL_NO_HW=1 could be used.
(Do other drivers have something similar?)
-fno-strict-aliasing:
glmark2 Score: 244
real5m34.707s
user11m36.192s
Hi,
On 06/25/2015 03:53 PM, Davin McCall wrote:
On 25/06/15 12:27, Eero Tamminen wrote:
On 06/25/2015 02:48 AM, Davin McCall wrote:
In terms of performance:
(export LIBGL_ALWAYS_SOFTWARE=1; time glmark2)
For Intel driver, INTEL_NO_HW=1 could be used.
(Do other drivers have something
Hi,
On 06/18/2015 03:17 PM, Emil Velikov wrote:
Strange I was under the impression that there are apps that make use
of GS, albeit not too many.
So far I haven't seen any e.g. Steam game using GS, but Unreal Engine 4
demos:
https://wiki.unrealengine.com/Linux_Demos
use them. Of
Hi,
On 05/28/2015 10:19 PM, Thomas Helland wrote:
One more thing;
Is there a limit where the loop body gets so large that we
want to decide that gah, this sucks, no point in unrolling this?
I imagine as the loops get large there will be a case of
diminishing returns from the unrolling?
I
Hi,
On 05/29/2015 07:04 PM, Connor Abbott wrote:
On Fri, May 29, 2015 at 6:23 AM, Eero Tamminen
eero.t.tammi...@intel.com wrote:
On 05/28/2015 10:19 PM, Thomas Helland wrote:
One more thing;
Is there a limit where the loop body gets so large that we
want to decide that gah, this sucks
Hi,
On 06/25/2015 04:56 PM, Davin McCall wrote:
On 25/06/15 14:32, Eero Tamminen wrote:
On 06/25/2015 03:53 PM, Davin McCall wrote:
On 25/06/15 12:27, Eero Tamminen wrote:
On 06/25/2015 02:48 AM, Davin McCall wrote:
In terms of performance:
(export LIBGL_ALWAYS_SOFTWARE=1; time glmark2
Hi,
Does this address comments raised for the 2014 EGL/DRI3 patch:
http://patchwork.freedesktop.org/patch/35399/
?
- Eero
On 07/01/2015 06:31 PM, Boyan Ding wrote:
The patch that follows implements DRI3 support for EGL API. Most of the
code is directly ported from dri3_glx.c,
Hi,
On 06/24/2015 05:53 AM, Matt Turner wrote:
On Tue, Jun 23, 2015 at 6:44 PM, Ian Romanick i...@freedesktop.org wrote:
Please quote the spec.
Section 6.5 Expressions of the draft C99 spec I have says (page 68, 80
of the pdf):
7 An object shall have its stored value accessed only by an
Hi,
On 06/30/2015 01:15 AM, Davin McCall wrote:
This is the third iteration of a patch to resolve a strict aliasing
problem in the exec_list structure.
At the suggestion of Francisco Jerez this is a return to the original
(v1) style of the patch, which replaces the three 'exec_node *' members
Hi,
On 08/19/2015 03:18 AM, Ian Romanick wrote:
On 08/12/2015 02:23 PM, Thomas Helland wrote:
2015-08-12 18:56 GMT+02:00 Kenneth Graunke kenn...@whitecape.org:
On Wednesday, August 12, 2015 06:32:50 PM Thomas Helland wrote:
2015-08-12 17:48 GMT+02:00 Ilia Mirkin imir...@alum.mit.edu:
On
Hi,
On 08/18/2015 08:59 PM, Matt Turner wrote:
On Tue, Jul 21, 2015 at 2:08 PM, Vinson Lee v...@freedesktop.org wrote:
Fixes 'make check' on FreeBSD.
Signed-off-by: Vinson Lee v...@freedesktop.org
---
Seems fine to me.
Reviewed-by: Matt Turner matts...@gmail.com
At the same time, I don't
:
MESA_SHADER_DUMP - path where shader sources are dumped
MESA_SHADER_READ - path where replacement shaders are read
Signed-off-by: Tapani Pälli tapani.pa...@intel.com
Suggested-by: Eero Tamminen eero.t.tammi...@intel.com
---
src/glsl/glsl_parser_extras.cpp | 76 +
src
Hi,
On 10/28/2015 11:24 PM, Jimmy Berry wrote:
I have found myself desiring the ability to manipulate the GALLIUM_HUD
variable while an application is running. At the most basic simply
being able to toggle the hud on and off would be great. Otherwise, one
has to relaunch an application and get
Hi,
On 10/29/2015 12:27 PM, Martin Peres wrote:
On 29/10/15 12:33, Eero Tamminen wrote:
On 10/28/2015 11:24 PM, Jimmy Berry wrote:
I have found myself desiring the ability to manipulate the GALLIUM_HUD
variable while an application is running. At the most basic simply
being able to toggle
Hi,
This seems otherwise OK, but you should use sigaction() instead of
signal() for portability (see NOTES section in the manual page).
- Eero
On 11/03/2015 12:43 PM, boombatower wrote:
- env GALLIUM_HUD_VISIBLE: control default visibility
- env GALLIUM_HUD_SIGNAL_TOGGLE: toggle
On 11/03/2015 05:43 PM, Brian Paul wrote:
On 11/03/2015 03:43 AM, boombatower wrote:
- env GALLIUM_HUD_VISIBLE: control default visibility
- env GALLIUM_HUD_SIGNAL_TOGGLE: toggle visibility via signal
---
docs/envvars.html | 6 ++
Hi,
On 10/01/2015 06:07 AM, Michel Dänzer wrote:
On 01.10.2015 04:35, Marek Olšák wrote:
[...]
For your issue, the only way is to remove loading ~/.drirc from Mesa,
I think that would be the proverbial "throwing out the baby with the
bathwater". :)
making driconf useless. Do we really
umping
different shader sets (that re-use same program numbers) from the same
application.
RFC patches for my changes are attached.
- Eero
>From c52f02ff664af269fa5268627624fe94c647ad37 Mon Sep 17 00:00:00 2001
From: Eero Tamminen <eero.t.tammi...@intel.com>
Date: Wed, 9 De
Hi,
On 12/17/2015 01:52 AM, Matt Turner wrote:
On Tue, Dec 15, 2015 at 1:16 AM, Eduardo Lima Mitev wrote:
On 12/15/2015 09:28 AM, Kristian Høgsberg Kristensen wrote:
This optimizes a + b - b to just a. Modest shader-db results (BDW):
total instructions in shared
Hi,
On 12/14/2015 10:44 AM, Herminio Hernandez, Jr. wrote:
I am new to this list. I have been trying to see if I can fix or at least pin
point an issue with Radeon r300 driver failing on PowerPC systems. This has
been a problem for a while and I would like to help to get this fixed. I have
Hi,
On 11/25/2015 08:52 PM, Jason Ekstrand wrote:
On Wed, Nov 25, 2015 at 10:49 AM, Kenneth Graunke wrote:
[...]
It almost seems like you want a hash of the program key - and maybe a
file containing a printed copy of the key so you can identify which
program is which.
Hi,
Mesa i965 instruction scheduler latency values look weird.
For example:
--
void
schedule_node::set_latency_gen7(bool is_haswell)
{
switch (inst->opcode) {
...
case SHADER_OPCODE_UNTYPED_SURFACE_READ:
case SHADER_OPCODE_UNTYPED_SURFACE_WRITE:
case
Hi,
On 30.05.2016 20:57, Rob Clark wrote:
On Mon, May 30, 2016 at 1:39 PM, Matt Turner wrote:
On Mon, May 30, 2016 at 10:28 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
This patch enables compilation with -flto.
The performance benefits of LTO (GCC 4.9 & 6.1) are about 1% for
Hi,
On 31.05.2016 21:43, ⚛ wrote:
On Tue, May 31, 2016 at 8:30 PM, Aaron Watry wrote:
Given the header that it's failing in, I removed the --enable-glx-tls flag, and
then things built successfully.
mesa.spec in
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
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
Hi,
On 01.06.2016 18:02, Jason Ekstrand wrote:
On Jun 1, 2016 7:43 AM, "Eero Tamminen" <eero.t.tammi...@intel.com
<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 h
Hi,
On 18.01.2016 17:05, Kenneth Graunke wrote:
This writes linked shader programs to .shader_test files to
$MESA_SHADER_CAPTURE_PATH in the format used by shader-db
(http://cgit.freedesktop.org/mesa/shader-db).
It supports both GLSL shaders and ARB programs. All stages that
are linked
Hi,
On 19.01.2016 13:07, Marek Olšák wrote:
On Mon, Jan 18, 2016 at 6:12 PM, Eero Tamminen
On 18.01.2016 17:05, Kenneth Graunke wrote:
[...]
If one wants startup shaders not to be overwritten, one can just kill the
program at that point. One could also somewhat differentiate shaders
Hi,
On 08.02.2016 00:07, Matt Turner wrote:
On Sun, Feb 7, 2016 at 1:37 PM, Juha-Pekka Heikkilä
wrote:
I know there are lot of places where there is malloc unchecked still
-- and then there is ralloc which is a story of its own. Reason why I
think checking these
Hi,
I ran large set of performance tests on BDW i3/GT2 & SKL i5/GT2.
Impact of the patch is within variance (variance in the test setup is
on SKL <1% for GPU limited cases, on BDW, which is TDP limited,
variance is ~3x larger). I.e. no noticeable improvement in them,
but neither there is no
Hi,
On 23.01.2016 15:24, Ilia Mirkin wrote:
On Sat, Jan 23, 2016 at 8:05 AM, Marek Olšák wrote:
On Sat, Jan 23, 2016 at 1:28 PM, Ilia Mirkin wrote:
H... Because you can have
// asdf
#version 150?
Unfortunately this would also catch
// #version
Hi,
On 16.02.2016 09:24, Jarkko Korpi wrote:
Then the other question. My cpu is skylake 6600k which has powersaving
on that it drops its speed when not doing much. It can drop cores at
800mhz. Most of youtube videos if not all are in vp9 format, that's the
info I get when i look at the video
Hi,
On 12.05.2016 20:11, Matt Turner wrote:
On Thu, May 12, 2016 at 4:49 AM, Eero Tamminen
<eero.t.tammi...@intel.com> wrote:
Multiply is faster instruction than sin/cos, and depending on what else the
shader does, good scheduler may be able to hide latency of additional
multiply, so I
Hi,
The known cases where this workaround caused slowdown were fixed, so
why not just unconditionally enable it?
Or is there still some case where workaround causes a measurable slowdown?
- Eero
On 11.05.2016 23:32, Gurchetan Singh wrote:
With this change, to enable precise SIN
Hi,
On 12.05.2016 11:05, Kenneth Graunke wrote:
On Thursday, May 12, 2016 11:15:58 AM PDT Eero Tamminen wrote:
The known cases where this workaround caused slowdown were fixed, so
why not just unconditionally enable it?
Or is there still some case where workaround causes a measurable
Hi,
On 21.07.2016 20:53, Rob Clark wrote:
Would be nice if we could also have lockdep, like in the linux kernel.
But this is better than nothing.
I haven't tried it, but there is a user-space lockdep:
http://lwn.net/Articles/536363/
Clang has some support for static lock analysis:
from commit messages, or from FDO bugzilla?
Commit e1d54b1ba5a9d579020fab058bb065866bc35554 refers to that bug.
While it helps, it doesn't fix it...
- Eero
-Brian
On 07/12/2016 09:20 AM, Eero Tamminen wrote:
Hi,
Could http://mesa3d.org/ be also updated? It doesn't list 12.0 yet
Hi,
On 18.07.2016 16:11, Marek Olšák wrote:
torcs is 2% faster between the previous patch and the end of this series.
"Driver" & "Driver2" tests included with GFXBench v4 could be good to
check with this. They're fully CPU bound, synthetic 3D driver tests
doing subset of stuff that the
Hi,
When you put arrays to headers they get duplicated in every object file
that includes the header. If they're not static, you get conflict, if
they're static, you rely on linker being able to de-duplicate them
(which isn't given with every linker).
Wouldn't just a separate C/C++ file be
Hi,
Could http://mesa3d.org/ be also updated? It doesn't list 12.0 yet.
- Eero
On 09.07.2016 02:18, Emil Velikov wrote:
Hi all,
Mesa 12.0.1 is available.
It resolves r600/radeonsi build issues introduced in the 12.0.0 release.
Emil Velikov (4):
docs: add sha256 checksums
Hi,
On 31.01.2017 21:12, Matt Turner wrote:
On Sun, Jan 29, 2017 at 8:29 PM, Kenneth Graunke wrote:
On Sunday, January 29, 2017 6:20:10 PM PST Matt Turner wrote:
This partially reverts commit 97217a40f97cdeae0304798b607f704deb0c3558.
It leaves ES 2.0 support in place
Hi,
On 07.02.2017 13:23, Jan Ziak wrote:
On Mon, Feb 6, 2017 at 11:48 PM, Marek Olšák wrote:
On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote:
Hello
I am against application profiles - in the form of "a
community-maintained whitelist of apps" or in
Hi,
On 06.02.2017 22:26, Samuel Pitoiset wrote:
On 02/06/2017 04:45 PM, Eero Tamminen wrote:
Results from quick try on Ubuntu 16.04 with today's version of the game
(ARK: Survival Evolved)...
With (Ubuntu 16.04 default) Mesa 11.2, game starts to the game main
menu, but when one starts from
Hi,
On 08.02.2017 15:10, Marek Olšák wrote:
On Feb 8, 2017 11:15 AM, "Eero Tamminen" <eero.t.tammi...@intel.com
If there are known crashes, and no piglit statistics, how you can
trust that the games which the patch series seems to already help,
actually do work? Th
Hi,
On 05.02.2017 15:19, Samuel Pitoiset wrote:
On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
As far as I can see[1], when the game detects GL 4.3+, the engine tries
to load a different set of shaders from disk, but the game developers
have not enabled the right flag during building, so the
Hi,
On 03.02.2017 19:23, Samuel Pitoiset wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be configured
for specific apps which require a context with an explicit version.
For example, when an app requires a 3.2 core
Hi,
On 08.02.2017 02:40, Marek Olšák wrote:
I'm not concerned about anything and you missed that it had actually
been tested to the extent that we can enable it for some existing games
and at least one unreleased game already.
I also don't have to be the guy merging it and I mean that. But if
Hi,
On 07.02.2017 15:29, Gustaw Smolarczyk wrote:
2017-02-07 14:11 GMT+01:00 Eero Tamminen <eero.t.tammi...@intel.com>:
Thanks, setting breakpoint on SDL_ShowMessageBox() I can catch where it
shows the dialog, but it appears to link SDL statically and not have debug
symbols so that I
Hi,
On 27.01.2017 00:08, Kenneth Graunke wrote:
On Thursday, January 26, 2017 12:00:14 PM PST Eric Anholt wrote:
Kenneth Graunke writes:
Any reason you're not just using _mesa_reference_program()?
That might be a better plan.
Conceptually, I thought of this more as a
Hi,
On 14.02.2017 21:06, Ian Romanick wrote:
On 02/10/2017 02:56 AM, Eero Tamminen wrote:
On 09.02.2017 19:30, Ian Romanick wrote:
On 02/09/2017 05:19 PM, Eero Tamminen wrote:
When checking GL errors for "Unturned" (Steam top-20 Unity3D based
game), I noticed that it uses func
Hi,
On 14.02.2017 15:25, Emil Velikov wrote:
On 14 February 2017 at 13:02, Samuel Pitoiset wrote:
On 02/14/2017 01:54 PM, Edmondo Tommasina wrote:
"ignore_compat_version_limit"
"allow_higher_compat_version"?
"allow_higher_compat_version" looks good to me.
Hi,
On 09.02.2017 20:27, Ernst Sjöstrand wrote:
2017-02-09 18:06 GMT+01:00 Eero Tamminen <eero.t.tammi...@intel.com
My personal feeling is that minimal merging criteria should be:
* no known segfaults
I bet that glmark2 just does something that's not allowed. Mesa can't
prevent
Hi,
On 09.02.2017 19:30, Ian Romanick wrote:
On 02/09/2017 05:19 PM, Eero Tamminen wrote:
When checking GL errors for "Unturned" (Steam top-20 Unity3D based
game), I noticed that it uses functions from extension unsupported by
Mesa, and missing from "features.txt":
htt
ri, Feb 10, 2017 at 11:32 AM, Eero Tamminen
<eero.t.tammi...@intel.com> wrote:
Hi,
On 09.02.2017 20:27, Ernst Sjöstrand wrote:
2017-02-09 18:06 GMT+01:00 Eero Tamminen <eero.t.tammi...@intel.com
My personal feeling is that minimal merging criteria should be:
* no kno
Hi,
On 09.02.2017 17:03, Marek Olšák wrote:
On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote:
...
No, it absolutely is not fine to merge. We have never allowed such a
thing, and I'll be damned if I'll allow this project to start. Things
that land that are known to
Hi,
When checking GL errors for "Unturned" (Steam top-20 Unity3D based
game), I noticed that it uses functions from extension unsupported by
Mesa, and missing from "features.txt":
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_debug_label.txt
Could it be added to "features.txt"
Hi,
On 09.02.2017 19:14, Eric Anholt wrote:
Ian Romanick writes:
...
No, it absolutely is not fine to merge. We have never allowed such a
thing, and I'll be damned if I'll allow this project to start. Things
that land that are known to be broken never actually get
Hi,
On 10.02.2017 02:59, Michel Dänzer wrote:
On 09/02/17 10:50 PM, Emil Velikov wrote:
On 9 February 2017 at 08:07, Michel Dänzer wrote:
From: Michel Dänzer
Drop all -m*, -W*, -O*, -g* and -f* flags, with the exception of
-fno-rtti, which must
Hi,
On 01.03.2017 07:25, Timothy Arceri wrote:
This reduces the cache size for Deus Ex from ~160M to ~30M for
radeonsi.
I'm also seeing the following improvements in minimum fps in the
Shadow of Mordor benchmark:
no-cache:~10fps
with-cache-no-compression: ~15fps
Hi,
On 02.03.2017 00:19, Timothy Arceri wrote:
...
2) Do were care about compression ratio?
Yes. We currently have a default 1GB limit for the cache (users can
override this). As well as games like Deus Ex having a large footprint,
the Dolphin devs have reported reaching multiple GBs
Hi,
On 30.08.2016 12:51, Marek Olšák wrote:
Recently I discovered that our GLSL compiler spends a lot of time in
rzalloc_size, so I looked at possible options to optimize that. It's
worth noting that too many existing allocations slow down subsequent
malloc calls, which in turn slows down the
Hi,
On 31.08.2016 08:03, Kenneth Graunke wrote:
On Tuesday, August 30, 2016 3:52:12 PM PDT Ian Romanick wrote:
[snip]
I don't recall any native Linux games encountering this, but my memory
may have faded. There were some Windows DirectX games that would
exhaust VMA when run inside VMware.
HI,
On 31.08.2016 15:40, Marek Olšák wrote:
On Aug 31, 2016 5:02 AM, "Michel Dänzer" wrote:
On 30/08/16 06:51 PM, Marek Olšák wrote:
If we don't care about memory usage, let's use my allocator. If we do,
let's import jemalloc into the Mesa tree and use it for ralloc.
Hi,
On 31.08.2016 16:37, Marek Olšák wrote:
...
OK. I'm afraid malloc/calloc/realloc/free from libjemalloc.so will
conflict with libc and Steam.
>
When building jemalloc from source, there is an option to add a function prefix.
There are basically two options at the moment:
- my allocator:
Hi,
Attached is fix to linker typo I noticed.
(It's so trivial that I'm not going to send updates to it for process
reasons / attributions. Apply it as you wish.)
- Eero
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index c95edf3..f008b4f 100644
---
Hi,
On 04.10.2016 17:38, Lionel Landwerlin wrote:
In conjuction with an intel_aubdump change, you can now look at your
application's output like this :
$ intel_aubdump -c '/path/to/aubinator --gen=hsw' my_gl_app
Maybe you could add also a patch to document this usage?
Signed-off-by:
Hi,
Have you any plans for supporting partial unrolling?
I.e. if the loop count is too large to be completely unrolled, unroll it
few times (that still fits into instruction cache) and then loop that.
E.g. for a loop with 51 rounds, Mesa could unroll it 4 rounds, loop that
12 times and
Hi,
On 15.09.2016 11:00, Itai wrote:
What I should have said is I have never written anything in Mesa. I
tried making a small C program reproducing the problem, but I couldn't
get the same result (Not entirely sure what the JRE is doing).
I have run valgrind on the sample Java program, which
Hi,
On 23.07.2016 01:26, Fu, Sheng wrote:
When I ran glxgears on my CentOS box with Mesa, the background of the
x-window looks transparent. When run with NVIDA graphics cad, it is
solid. Is there a setting to make the background a solid color?
No, this is a bug (somewhere). My guess is that
offsets so the assert
would misfire. This caused crashes in a few UE4 demos
Signed-off-by: Jason Ekstrand <ja...@jlekstrand.net>
Reported-by: "Eero Tamminen" <eero.t.tammi...@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98431
Cc: "13.0" &l
Hi,
Glmark2 is fairly common test. Shouldn't this regression bugfix be CC
to stable?
(Regression happened with
https://bugs.freedesktop.org/show_bug.cgi?id=97532)
- Eero
On 26.10.2016 12:23, Samuel Iglesias Gonsálvez wrote:
Default precision qualifier for a data type could be
Hi,
On 18.10.2016 01:07, Jan Ziak wrote:
This patch replaces the ir_variable_refcount_entry's linked-list
with an array-list.
The array-list has local storage which does not require ANY additional
allocations if the list has small number of elements. The size of this
storage is configurable
Hi,
On 18.10.2016 20:12, Jan Ziak wrote:
[...]
Never profile with -O0 or disabled function inlining.
Seriously?
Nobody's going to take seriously optimization results taken from
non-optimized builds.
Mesa uses -g -O2
with --enable-debug, so that's what you should use too. Don't use any
Hi,
On 14.10.2016 07:35, Edward O'Callaghan wrote:
V2. add i965/hsw+ to list
V3. rebased on master.
Signed-off-by: Edward O'Callaghan
---
docs/features.txt | 18 +-
1 file changed, 9 insertions(+), 9 deletions(-)
diff --git a/docs/features.txt
Hi,
On 18.10.2016 16:25, Jan Ziak wrote:
On Tue, Oct 18, 2016 at 3:12 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
On 18.10.2016 15:07, Jan Ziak wrote:
On Tue Oct 18 09:29:59 UTC 2016, Eero Tamminen wrote:
On 18.10.2016 01:07, Jan Ziak wrote:
- The total number of executed instru
Hi,
On 25.10.2016 06:40, Jason Ekstrand wrote:
These restrictions existed because intel_miptree_blit couldn't handle
surfaces bigger than 32k. How that we're chopping blits up into chunks, it
can handle any size we throw at it so we can get rid of this restriction.
This improves the terrain
Hi,
On 21.10.2016 14:07, Tapani Pälli wrote:
I did run some valgrind comparisons with gfxbench4, your branch against
Mesa master. I did not spot anything obvious related to ralloc.
On i965 there's a huge load of invalid writes's and read's in general
but this happens on master as well so maybe
Hi,
Please look at:
https://github.com/glmark2/glmark2/issues/25
https://bugs.freedesktop.org/show_bug.cgi?id=97532
https://bugs.freedesktop.org/show_bug.cgi?id=97804
- Eero
On 25.11.2016 16:37, Rob Clark wrote:
hmm, actually looks like we need to revert
Hi,
Could you add also note about this to envvars.html?
- Eero
On 16.11.2016 01:05, Brian Paul wrote:
A number of drivers report useful debug/perf information accessible
through GL_ARB_debug_output and with debug contexts (i.e. setting the
GLX_CONTEXT_DEBUG_BIT_ARB flag). But few
Hi,
On 07.12.2016 20:03, Ian Romanick wrote:
On 12/07/2016 09:44 AM, Marek Olšák wrote:
On Wed, Dec 7, 2016 at 6:42 PM, Ilia Mirkin wrote:
What's wrong with feeding it stack memory?
I don't really have an answer to that.
>
Does valgrind provide any clues?
Valgrind
Hi,
On 09.01.2017 07:26, Kenneth Graunke wrote:
Signed-off-by: Kenneth Graunke
---
src/intel/vulkan/anv_device.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
I'm not clear whether we want to do this yet.
On Skylake, the status is: 99.3% of the CTS passing,
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