Re: [Mesa-dev] Updated debdiff for mesa to compile on m68k

2014-07-16 Thread Eero Tamminen
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

Re: [Mesa-dev] Require micro-benchmarks for performance optimization oriented patches

2014-11-20 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 3/5] glx/dri3: Request non-vsynced Present for swapinterval zero. (v2)

2014-12-05 Thread Eero Tamminen
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 |=

Re: [Mesa-dev] [PATCH] i965: Fix union usage for GCC = 4.6.

2014-12-08 Thread Eero Tamminen
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:

Re: [Mesa-dev] [PATCH 3/3] glx/dri3: Request non-vsynced Present for swapinterval zero.

2014-12-15 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 5/5] i965/query: Cache whether the batch references the query BO.

2014-12-15 Thread Eero Tamminen
://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

Re: [Mesa-dev] [PATCH 3/3] glx/dri3: Request non-vsynced Present for swapinterval zero.

2014-12-17 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] i965/fs: Fix saturate on MAD and LRP with the NIR backend.

2015-02-04 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 3/7] glsl: Add initial functions to implement an on-disk cache

2015-02-05 Thread Eero Tamminen
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

Re: [Mesa-dev] shader-db statistics generation

2015-01-19 Thread Eero Tamminen
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

Re: [Mesa-dev] shader-db statistics generation (was: [PATCH 3/4] i965/fs: Optimize (gl_FrontFacing ? x : y)...)

2015-01-15 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 00/10] i965/fs: Combine constants and unconditionally emit MADs

2015-02-09 Thread Eero Tamminen
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:

Re: [Mesa-dev] mesa vs pahole

2015-03-20 Thread Eero Tamminen
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:

Re: [Mesa-dev] [PATCH 2/5] i965/fs: Emit better b2f of an expression on GEN4 and GEN5

2015-03-19 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] i965: Use new/delete instead of realloc() in brw_ir_allocator.h

2015-02-23 Thread Eero Tamminen
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. ...

Re: [Mesa-dev] [PATCH 1/2] glx: report which DRI version is used when in verbose debug mode

2015-05-07 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Eero Tamminen
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

Re: [Mesa-dev] ARB_arrays_of_arrays GLSL ES

2015-06-22 Thread Eero Tamminen
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,

Re: [Mesa-dev] [PATCH v2] glsls: Modify exec_list to avoid strict-aliasing violations

2015-06-25 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH v2] glsls: Modify exec_list to avoid strict-aliasing violations

2015-06-25 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 5/6] mesa: don't rebind constant buffers after every state change if GS is active

2015-06-22 Thread Eero Tamminen
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

Re: [Mesa-dev] Ideas on loop unrolling, loop examples, and my GSoC-blog

2015-05-29 Thread Eero Tamminen
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

Re: [Mesa-dev] Ideas on loop unrolling, loop examples, and my GSoC-blog

2015-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH v2] glsls: Modify exec_list to avoid strict-aliasing violations

2015-07-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC] DRI3 support for EGL

2015-07-01 Thread Eero Tamminen
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,

Re: [Mesa-dev] [PATCH] Fix strict-aliasing violations in GLSL shader list implementation

2015-07-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH v3] glsl: fix some strict aliasing issues in exec_list

2015-07-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 2/2][RFC] docs: Add the 2015 ARB extensions

2015-08-19 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] ABI-check: Use more portable bash invocation.

2015-08-19 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] mesa: debug facility to replace shaders when running apps

2015-08-21 Thread Eero Tamminen
: 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

Re: [Mesa-dev] Manipulate GALLIUM_HUD post-launch (interactively)

2015-10-29 Thread Eero Tamminen
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

Re: [Mesa-dev] Manipulate GALLIUM_HUD post-launch (interactively)

2015-10-29 Thread Eero Tamminen
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

Re: [Mesa-dev] gallium/hud: control visibility at startup and runtime.

2015-11-03 Thread Eero Tamminen
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

Re: [Mesa-dev] gallium/hud: control visibility at startup and runtime.

2015-11-03 Thread Eero Tamminen
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 ++

Re: [Mesa-dev] [PATCH 2/2] dri/common: drop loading /etc/drirc

2015-10-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH shader-db 1/3] split-to-files: deal with minimum versions, other shader types

2015-12-09 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 6/7] nir: Teach nir_opt_algebraic about adding and subtracting the same thing

2015-12-17 Thread Eero Tamminen
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

Re: [Mesa-dev] gallium r300 driver for PowerPC

2015-12-14 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 1/1] i965: Do not overwrite optimizer dumps

2015-11-26 Thread Eero Tamminen
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.

[Mesa-dev] Mesa i965 instruction scheduler latency values

2015-11-23 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] mesa: Enable LTO compilation

2016-05-31 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] mesa: Enable LTO compilation

2016-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH] mesa: Add MESA_SHADER_CAPTURE_PATH for writing .shader_test files.

2016-01-18 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH] mesa: Add MESA_SHADER_CAPTURE_PATH for writing .shader_test files.

2016-01-19 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 0/2] Simple Klocwork patches

2016-02-08 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] i965/gen8: Enable hiz for all depth levels

2016-02-11 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 1/2] split-to-files.py: fix parsing when #version is not at the beginning

2016-01-25 Thread Eero Tamminen
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

Re: [Mesa-dev] intel skylake gpu support

2016-02-16 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] Integrate precise trig into configuration infrastructure

2016-05-12 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] Integrate precise trig into configuration infrastructure

2016-05-12 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] Integrate precise trig into configuration infrastructure

2016-05-12 Thread Eero Tamminen
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

Re: [Mesa-dev] threading analysis tools (was: [PATCH] os: add pipe_mutex_assert_locked())

2016-07-22 Thread Eero Tamminen
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:

Re: [Mesa-dev] [ANNOUNCE] mesa 12.0.1

2016-07-14 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 3/9] st/mesa: completely rewrite state atoms

2016-07-18 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 10/56] glsl: Pull operator_strs out to its own file

2016-07-20 Thread Eero Tamminen
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

Re: [Mesa-dev] [ANNOUNCE] mesa 12.0.1

2016-07-12 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] Revert "i915: Always enable GL 2.0 support."

2017-02-01 Thread Eero Tamminen
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

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-07 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH 1/1] st/dri: add a new driconf option override_glsl_version for ARK games

2017-02-07 Thread Eero Tamminen
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

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH 1/1] st/dri: add a new driconf option override_glsl_version for ARK games

2017-02-06 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH 1/1] st/dri: add a new driconf option override_glsl_version for ARK games

2017-02-06 Thread Eero Tamminen
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

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-08 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH 1/1] st/dri: add a new driconf option override_glsl_version for ARK games

2017-02-08 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] i965: Unbind deleted shaders from brw_context, fixing malloc heisenbug.

2017-01-27 Thread Eero Tamminen
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

Re: [Mesa-dev] features.txt & EXT_debug_label extension

2017-02-15 Thread Eero Tamminen
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

Re: [Mesa-dev] [RFC PATCH 1/4] driconf: add new force_compat_profile option

2017-02-14 Thread Eero Tamminen
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.

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Eero Tamminen
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

Re: [Mesa-dev] features.txt & EXT_debug_label extension

2017-02-10 Thread Eero Tamminen
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

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-10 Thread Eero Tamminen
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

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Eero Tamminen
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

[Mesa-dev] features.txt & EXT_debug_label extension

2017-02-09 Thread Eero Tamminen
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"

Re: [Mesa-dev] Time to merge threaded GL dispatch? (aka glthread)

2017-02-09 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] configure.ac: Drop LLVM compiler flags more radically

2017-02-17 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 2/4] util/disk_cache: compress individual cache entries

2017-03-01 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 2/4] util/disk_cache: compress individual cache entries

2017-03-02 Thread Eero Tamminen
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

Re: [Mesa-dev] Improving ralloc performance for the GLSL compiler

2016-08-30 Thread Eero Tamminen
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

Re: [Mesa-dev] Improving ralloc performance for the GLSL compiler

2016-08-31 Thread Eero Tamminen
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.

Re: [Mesa-dev] Improving ralloc performance for the GLSL compiler

2016-08-31 Thread Eero Tamminen
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.

Re: [Mesa-dev] Improving ralloc performance for the GLSL compiler

2016-08-31 Thread Eero Tamminen
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:

[Mesa-dev] Linker warning typo fix

2016-09-14 Thread Eero Tamminen
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 ---

Re: [Mesa-dev] [PATCH 2/2] intel: aubinator: enable loading dumps from standard input

2016-10-04 Thread Eero Tamminen
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:

Re: [Mesa-dev] V3 Loop unrolling in NIR

2016-09-15 Thread Eero Tamminen
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

Re: [Mesa-dev] Possible memory leak with `glxMakeCurrent`?

2016-09-15 Thread Eero Tamminen
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

Re: [Mesa-dev] The background of the x-window is transparent when running glxgears with mesa

2016-08-24 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] intel/blorp: Fix a couple asserts around image copy rectangles

2016-10-27 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH v2 2/2] glsl: update default precision qualifier when it is set in the shader

2016-10-27 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] glsl: optimize list handling in opt_dead_code

2016-10-18 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] glsl: optimize list handling in opt_dead_code

2016-10-19 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH v3] doc/features.txt: factor out i965/hsw+ & radeonsi as GL45 complete

2016-10-14 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] glsl: optimize list handling in opt_dead_code

2016-10-18 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH v2 6/6] i965/miptree: Remove the width/height < 32768 restrictions

2016-10-25 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 00/15] GLSL memory allocation rework for faster compilation

2016-10-21 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] Revert "glsl/es31: precision qualifier doesn't need to match in shader interface block members"

2016-11-25 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH] mesa: if MESA_DEBUG=context, create a debug context

2016-11-17 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH shader-db] run: don't use alloca to avoid random crashes in the GLSL compiler

2016-12-12 Thread Eero Tamminen
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

Re: [Mesa-dev] [PATCH 11/11] anv: Enable tessellation shaders.

2017-01-11 Thread Eero Tamminen
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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