On 16.02.2017 23:55, Timothy Arceri wrote:
On 17/02/17 01:27, Nicolai Hähnle wrote:
Hi Timothy,

thank you for the update. I had a look at all the patches now, and
especially the glsl parts looks basically ready to go. There are only
minor comments for which I don't need a full resend of the series, and
an open question on patch 22 where it would be nice to get a proper
answer.

Thanks! It's a relief to finally get this stuff reviewed.

It's definitely good to have concrete progress. There's always the possibility that we still missed some metadata, so I wonder what your testing plan is for this. Games, obviously, but perhaps consecutive runs of piglit give useful info as well?


I'm not really
sure about an authoritative source for patch 22, although I'm happy to
add the group check, I think it makes some sense.

Please push the patch; in its current form its better than nothing, and even the loader doesn't do fancier checks. It has my R-b.


On 14.02.2017 01:52, Timothy Arceri wrote:
Changes in V2:

- no longer mess around storing/restoring any pointers
- implemented support for compute shaders
- dropped some patches only needed by i965 for now
- add fallback support for shader source that is changed after its
compiledi (piglit test on the list)
- simplify cache enable for r600/radeonsi by unconditionally creating
the cache in screen_create.

Remind me how each part of the cache can be disabled?

We can't really enable GLSL IR cache by itself (I guess we could enable
tgis but that wouldn't make much sense). The code simply checks id
ctx->Cache != NULL in various locations which means cache is enabled.

There should still be some environment variable to disable the cache. R600_DEBUG=nocache, for example, since it's the driver that creates the actual disk cache structure now.

Cheers,
Nicolai



Thanks,
Nicolai


- make glsl version (the version reported as supported by the
implemenation at
  compile time) part of the sha1 input rather than adding mesa string
to the cache object itself.
  This avoids fallbacks and should be more reliable.
- add any drirc options as sha1 inputs
- some other tidy ups suggested by Nicolai and Marek

In future we probably want to check what other env vars have been set,
but for now the gl/glsl version and drirc options should cover most
things.

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