[ANNOUNCE] mesa 23.0.2

2023-04-07 Thread Dylan Baker
Hi list, HEre is the slightly late next release. We're basically caught up to where we should be at this point, we've just got a handful of patches that are causing regressions or don't apply for me to work through before the next release. In this release we have lots of patches for all over the

Re: Performance issues with Lavapipe in Windows (?)

2023-04-07 Thread George Karpathios
Ok, with the workaround I can see the scene and the frame times are absolutely fantastic. Thank you so much once again for this find! Now I can close all 110 of my Chrome tabs :) Best regards, George On Fri, Apr 7, 2023 at 5:34 PM Mike Blumenkrantz < michael.blumenkra...@gmail.com> wrote: > You

Re: Performance issues with Lavapipe in Windows (?)

2023-04-07 Thread Mike Blumenkrantz
You can try deleting the lvp_find_inlinable_uniforms() call from lvp_pipeline.c as a temporary workaround. I'll try something on my end to make this less stupid. On Fri, Apr 7, 2023 at 10:22 AM George Karpathios wrote: > Awesome, thanks for the tip! > > Well now I indeed get *very* nice frame ti

Re: Performance issues with Lavapipe in Windows (?)

2023-04-07 Thread George Karpathios
Awesome, thanks for the tip! Well now I indeed get *very* nice frame times. Great catch, thank you! But I don't see anything on the viewport, I guess due to the early return. How should I proceed? Best regards, George On Fri, Apr 7, 2023 at 4:56 PM Mike Blumenkrantz < michael.blumenkra...@gmail

Re: Performance issues with Lavapipe in Windows (?)

2023-04-07 Thread Mike Blumenkrantz
Looks like it's compiling a lot of shader variants. You could try adding a return at the top of update_inline_shader_state() to see if it's trying too hard to inline. On Fri, Apr 7, 2023 at 9:53 AM George Karpathios wrote: > Hi again, thank you Adam & Marek for your feedback! I appreciate it. >

Re: Performance issues with Lavapipe in Windows (?)

2023-04-07 Thread George Karpathios
Hi again, thank you Adam & Marek for your feedback! I appreciate it. Unfortunately It's the same amount of time even if I skip the swapchain. I have profiled some seconds of the execution using Visual Studio's profiler (with the swapchain, normally) while panning an almost empty scene, and it's id