On 02/10/2017 10:50 PM, Marek Olšák wrote: > On Fri, Feb 10, 2017 at 12:48 PM, Edward O'Callaghan > <funfunc...@folklore1984.net> wrote: >> >> >> On 02/10/2017 10:36 PM, Marek Olšák wrote: >>> On Fri, Feb 10, 2017 at 12:26 PM, Edward O'Callaghan >>> <funfunc...@folklore1984.net> wrote: >>>> >>>> >>>> On 02/08/2017 09:13 AM, Timothy Arceri wrote: >>>>> On Tue, 2017-02-07 at 10:56 +0100, Marek Olšák wrote: >>>>>> On Tue, Feb 7, 2017 at 2:57 AM, Kenneth Graunke <kenn...@whitecape.or >>>>>> g> wrote: >>>>>>> On Monday, February 6, 2017 8:54:40 PM PST Marek Olšák wrote: >>>>>>>> On Mon, Feb 6, 2017 at 8:20 PM, Ernst Sjöstrand <ern...@gmail.com >>>>>>>>> wrote: >>>>>>>>> FYI glmark2 segfaults with mesa_glthread=true. Expected that >>>>>>>>> some programs >>>>>>>>> will segfault? >>>>>>>> >>>>>>>> Yes, even segfaults are expected with mesa_glthread=true. >>>>>>>> >>>>>>>> Marek >>>>>>> >>>>>>> Would it make sense to be crash-free or even regression-free on at >>>>>>> least Piglit, before merging? (Or are we there already?) >>>>>> >>>>>> It's not necessary. glthread is disabled by default. Nobody has >>>>>> tested >>>>>> piglit with glthread. That will follow after it's been merged, or >>>>>> never if it's never merged. >>>>> >>>>> I've been trying to land shader-cache patches that actually do pass >>>>> piglit for over a year with the same reasoning that it will be disable >>>>> by default and can only be improved with testing I can't possibly do on >>>>> my own. >>>>> >>>>> Although I have no objections to this being merged I'll be extremely >>>>> frustrated if this is allowed to be merged known to not even pass >>>>> piglit while I've wasted countless hours rebasing shader cache over >>>>> many months. >>>>> >>>> >>>> Regardless of all the chatter on this thread in and around GL dispatch, >>>> which I agree poses significant challenges to get into something 'ideal' >>>> - which is hard to define for something like this.. >>>> >>>> I think Timothy makes a really fair and just case here; in that, could >>>> we perhaps prioritize getting the shader cache stuff in before >>>> attempting GL dispatch? I think this both morally and technically the >>>> right thing to do in my humble opinion. >>> >>> There is a small difference. The shader cache is expected to be >>> enabled by default, so there is a certain level of quality required. >> >> Hey Marek, >> >> I am under the impression that it being enabled by default isn't a hard >> requirement for it to be merged. Maybe Timothy can weigh in on it when >> he is online? > > There is no official hard requirement. Everything is a judgement call > based on circumstances.
Yes, OK, I agree; So why assert the above response then? Who is expecting it to be enabled by default? To reiterate I believe Timothy would like it merged first and foremost, then perhaps enable it by default if that is OK with everyone. I didn't see anywhere he expected it to be on by default. However we should wait for his response on that. Regards, Edward. > > Marek >
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