On 07/12/16 07:16 PM, Nicolai Hähnle wrote:
> On 07.12.2016 08:50, Michel Dänzer wrote:
>> On 06/12/16 10:24 PM, Marek Olšák wrote:
>>> On Mon, Dec 5, 2016 at 10:05 AM, Michel Dänzer
>>> wrote:
On 03/12/16 05:38 AM, Marek Olšák wrote:
> From: Marek Olšák
On 07/12/16 07:16 PM, Nicolai Hähnle wrote:
> On 07.12.2016 08:50, Michel Dänzer wrote:
>> On 06/12/16 10:24 PM, Marek Olšák wrote:
>>> On Mon, Dec 5, 2016 at 10:05 AM, Michel Dänzer
>>> wrote:
On 03/12/16 05:38 AM, Marek Olšák wrote:
> From: Marek Olšák
Am 07.12.2016 um 21:46 schrieb Marek Olšák:
> On Wed, Dec 7, 2016 at 6:00 PM, Roland Scheidegger wrote:
>> Am 07.12.2016 um 17:26 schrieb Marek Olšák:
>>> Optimizing the CSO cache isn't exactly on the top of my list, so I
>>> can't really do that right now.
>>>
>>> I think
On Wed, Dec 7, 2016 at 10:06 PM, Roland Scheidegger wrote:
> Am 07.12.2016 um 21:46 schrieb Marek Olšák:
>> On Wed, Dec 7, 2016 at 6:00 PM, Roland Scheidegger
>> wrote:
>>> Am 07.12.2016 um 17:26 schrieb Marek Olšák:
Optimizing the CSO cache isn't
On Wed, Dec 7, 2016 at 3:46 PM, Marek Olšák wrote:
> On Wed, Dec 7, 2016 at 6:00 PM, Roland Scheidegger wrote:
>> Am 07.12.2016 um 17:26 schrieb Marek Olšák:
>>> Optimizing the CSO cache isn't exactly on the top of my list, so I
>>> can't really do that
On Wed, Dec 7, 2016 at 6:00 PM, Roland Scheidegger wrote:
> Am 07.12.2016 um 17:26 schrieb Marek Olšák:
>> Optimizing the CSO cache isn't exactly on the top of my list, so I
>> can't really do that right now.
>>
>> I think that varying the LOD bias is starting to be common.
On 07.12.2016 17:26, Marek Olšák wrote:
Optimizing the CSO cache isn't exactly on the top of my list, so I
can't really do that right now.
I think that varying the LOD bias is starting to be common. It's used
for smooth LOD transitions when loading textures during rendering.
Games with lots of
Am 07.12.2016 um 17:26 schrieb Marek Olšák:
> Optimizing the CSO cache isn't exactly on the top of my list, so I
> can't really do that right now.
>
> I think that varying the LOD bias is starting to be common. It's used
> for smooth LOD transitions when loading textures during rendering.
> Games
Optimizing the CSO cache isn't exactly on the top of my list, so I
can't really do that right now.
I think that varying the LOD bias is starting to be common. It's used
for smooth LOD transitions when loading textures during rendering.
Games with lots of content typically do that. This particular
On 07.12.2016 08:50, Michel Dänzer wrote:
On 06/12/16 10:24 PM, Marek Olšák wrote:
On Mon, Dec 5, 2016 at 10:05 AM, Michel Dänzer wrote:
On 03/12/16 05:38 AM, Marek Olšák wrote:
From: Marek Olšák
This fixes random radeonsi GPU hangs in Batman
On 06/12/16 10:24 PM, Marek Olšák wrote:
> On Mon, Dec 5, 2016 at 10:05 AM, Michel Dänzer wrote:
>> On 03/12/16 05:38 AM, Marek Olšák wrote:
>>> From: Marek Olšák
>>>
>>> This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
>>>
On Mon, Dec 5, 2016 at 10:05 AM, Michel Dänzer wrote:
> On 03/12/16 05:38 AM, Marek Olšák wrote:
>> From: Marek Olšák
>>
>> This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
>> probably many other games too.
>>
>> cso_cache deletes
On 05.12.2016 10:05, Michel Dänzer wrote:
On 03/12/16 05:38 AM, Marek Olšák wrote:
From: Marek Olšák
This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
probably many other games too.
cso_cache deletes sampler states when the cache size is too big
On 03/12/16 05:38 AM, Marek Olšák wrote:
> From: Marek Olšák
>
> This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
> probably many other games too.
>
> cso_cache deletes sampler states when the cache size is too big and doesn't
> check which sampler
patches 1 & 2 are,
Reviewed-by: Edward O'Callaghan
On 12/03/2016 07:38 AM, Marek Olšák wrote:
> From: Marek Olšák
>
> This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
> probably many other games too.
>
> cso_cache
From: Marek Olšák
This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
probably many other games too.
cso_cache deletes sampler states when the cache size is too big and doesn't
check which sampler states are bound, causing use-after-free in drivers.
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