Re: gitlab: remove old pipelines ?

2024-02-27 Thread Peter Hutterer
On Tue, Feb 27, 2024 at 01:09:41PM +0100, Enrico Weigelt, metux IT consult wrote: > Hello folks, > > > Is there a way to actually remove old pipelines ? > > Gitlab offers a "delete" button, but this doens't seem to work: > when pressing it, the button just spins forever - and after reload >

Re: DRI3 damage tracking?

2024-02-27 Thread Enrico Weigelt, metux IT consult
On 27.02.24 16:09, Pierre Ossman wrote: To start with, what the client wants to draw (CopyArea/Present) is not the same thing as what it has actually modified. It might not have modified anything and only wants to copy from an off-screen Pixmap to a window because of an Expose event. But the

Re: DRI3 damage tracking?

2024-02-27 Thread Pierre Ossman
On 27/02/2024 13:03, Enrico Weigelt, metux IT consult wrote: I'm confused: what exactly are you reading back ? To my understanding, the client renders into some buffer and at some point tells the Xserver to copy that buffer (or region of it) into the window. I'm not deep into DRI/GLX, but I'd

gitlab: remove old pipelines ?

2024-02-27 Thread Enrico Weigelt, metux IT consult
Hello folks, Is there a way to actually remove old pipelines ? Gitlab offers a "delete" button, but this doens't seem to work: when pressing it, the button just spins forever - and after reload nothing had happened - it's still there. Is that a gitlab bug ? thx --mtx -- --- Hinweis:

Re: DRI3 damage tracking?

2024-02-27 Thread Enrico Weigelt, metux IT consult
On 27.02.24 09:37, Pierre Ossman wrote: Hi, I'm playing around with adding DRI3 support to Xvnc, so that OpenGL and Vulkan can be accelerated for headless VNC sessions. cool :) The X server can follow what it modifies, so knowing what to push back to the GPU is fairly straightforward. But

DRI3 damage tracking?

2024-02-27 Thread Pierre Ossman
Hi everyone, I'm playing around with adding DRI3 support to Xvnc, so that OpenGL and Vulkan can be accelerated for headless VNC sessions. Everything seems to be working, but there is one inefficiency that I'm trying to resolve, and that's minimising the shuffling of data between the GPU and