On Wed, Jan 14, 2015 at 11:06:50AM +0900, Michel Dänzer wrote:
> On 14.01.2015 04:07, Tom Stellard wrote:
> > On Tue, Jan 13, 2015 at 06:47:00PM +0900, Michel Dänzer wrote:
> >> On 07.01.2015 10:10, Michel Dänzer wrote:
> >>> On 07.01.2015 06:33, Tom Stellard wrote:
> On Wed, Dec 24, 2014 at 1
On 14.01.2015 04:07, Tom Stellard wrote:
> On Tue, Jan 13, 2015 at 06:47:00PM +0900, Michel Dänzer wrote:
>> On 07.01.2015 10:10, Michel Dänzer wrote:
>>> On 07.01.2015 06:33, Tom Stellard wrote:
On Wed, Dec 24, 2014 at 12:48:31PM +0900, Michel Dänzer wrote:
> On 24.12.2014 02:49, Tom Stel
On Tue, Jan 13, 2015 at 06:47:00PM +0900, Michel Dänzer wrote:
> On 07.01.2015 10:10, Michel Dänzer wrote:
> > On 07.01.2015 06:33, Tom Stellard wrote:
> >> On Wed, Dec 24, 2014 at 12:48:31PM +0900, Michel Dänzer wrote:
> >>> On 24.12.2014 02:49, Tom Stellard wrote:
> Rather than building a ne
On 07.01.2015 10:10, Michel Dänzer wrote:
> On 07.01.2015 06:33, Tom Stellard wrote:
>> On Wed, Dec 24, 2014 at 12:48:31PM +0900, Michel Dänzer wrote:
>>> On 24.12.2014 02:49, Tom Stellard wrote:
Rather than building a new one every compile. This should reduce some
of the overhead of com
On 07.01.2015 06:33, Tom Stellard wrote:
> On Wed, Dec 24, 2014 at 12:48:31PM +0900, Michel Dänzer wrote:
>> On 24.12.2014 02:49, Tom Stellard wrote:
>>> Rather than building a new one every compile. This should reduce some
>>> of the overhead of compiling shaders.
>>
>> Thanks, though unfortunate
On Wed, Dec 24, 2014 at 12:48:31PM +0900, Michel Dänzer wrote:
> On 24.12.2014 02:49, Tom Stellard wrote:
> > Rather than building a new one every compile. This should reduce some
> > of the overhead of compiling shaders.
>
> Thanks, though unfortunately it doesn't seem to make much difference fo
On 24.12.2014 02:49, Tom Stellard wrote:
> Rather than building a new one every compile. This should reduce some
> of the overhead of compiling shaders.
Thanks, though unfortunately it doesn't seem to make much difference for
piglit for me.
> One consequence of this change is that we lose the M
Rather than building a new one every compile. This should reduce some
of the overhead of compiling shaders.
One consequence of this change is that we lose the MachineInstrs dumps
when dumping the shaders via R600_DEBUG. The LLVM IR and assembly is
still dumped, and if you still want to see the M