On Tue, Oct 20, 2015 at 11:21 AM, Marek Olšák wrote:
> On Tue, Oct 20, 2015 at 5:17 PM, Ilia Mirkin wrote:
>> On Tue, Oct 20, 2015 at 9:10 AM, Marek Olšák wrote:
>>> On Tue, Oct 20, 2015 at 2:37 PM, Rob Clark wrote:
On Tue, Oct 20, 2015 at 6:49 AM, Marek Olšák wrote:
> On Tue, Oct 20,
On Tue, Oct 20, 2015 at 5:17 PM, Ilia Mirkin wrote:
> On Tue, Oct 20, 2015 at 9:10 AM, Marek Olšák wrote:
>> On Tue, Oct 20, 2015 at 2:37 PM, Rob Clark wrote:
>>> On Tue, Oct 20, 2015 at 6:49 AM, Marek Olšák wrote:
On Tue, Oct 20, 2015 at 3:51 AM, Rob Clark wrote:
> On Mon, Oct 19, 20
On Tue, Oct 20, 2015 at 9:10 AM, Marek Olšák wrote:
> On Tue, Oct 20, 2015 at 2:37 PM, Rob Clark wrote:
>> On Tue, Oct 20, 2015 at 6:49 AM, Marek Olšák wrote:
>>> On Tue, Oct 20, 2015 at 3:51 AM, Rob Clark wrote:
On Mon, Oct 19, 2015 at 8:53 PM, Marek Olšák wrote:
> Yes, drivers need
On Tue, Oct 20, 2015 at 2:37 PM, Rob Clark wrote:
> On Tue, Oct 20, 2015 at 6:49 AM, Marek Olšák wrote:
>> On Tue, Oct 20, 2015 at 3:51 AM, Rob Clark wrote:
>>> On Mon, Oct 19, 2015 at 8:53 PM, Marek Olšák wrote:
Yes, drivers need to "dup" tokens if they want to keep them. Their
lifet
On Tue, Oct 20, 2015 at 6:49 AM, Marek Olšák wrote:
> On Tue, Oct 20, 2015 at 3:51 AM, Rob Clark wrote:
>> On Mon, Oct 19, 2015 at 8:53 PM, Marek Olšák wrote:
>>> Yes, drivers need to "dup" tokens if they want to keep them. Their
>>> lifetime is the create function and that's it. st/mesa only ke
On Tue, Oct 20, 2015 at 3:51 AM, Rob Clark wrote:
> On Mon, Oct 19, 2015 at 8:53 PM, Marek Olšák wrote:
>> Yes, drivers need to "dup" tokens if they want to keep them. Their
>> lifetime is the create function and that's it. st/mesa only keeps the
>> tokens for vertex shaders, because it needs for
On Mon, Oct 19, 2015 at 8:53 PM, Marek Olšák wrote:
> Yes, drivers need to "dup" tokens if they want to keep them. Their
> lifetime is the create function and that's it. st/mesa only keeps the
> tokens for vertex shaders, because it needs for emulating some
> features with the Draw module.
It is
Yes, drivers need to "dup" tokens if they want to keep them. Their
lifetime is the create function and that's it. st/mesa only keeps the
tokens for vertex shaders, because it needs for emulating some
features with the Draw module.
I think there are 2 groups of people:
- one would be okay with nuki
The overall idea looks quite sane to me.
Albeit obviously as you mentioned you'd really have to support all
shader stages and deal with the variants (though there aren't many left).
Roland
Am 19.10.2015 um 21:54 schrieb Rob Clark:
> From: Rob Clark
>
> (grr, resend to the right list..)
>
> Sti
From: Rob Clark
(grr, resend to the right list..)
Still quite rough around the edges, but now it's at the point of sorta-
kinda-working-sometimes. So I guess time to get wider feedback.
The initial goal is to figure out things that glsl_to_nir does
differently from tgsi_to_nir, so we can fix t
On Mon, Oct 19, 2015 at 3:51 PM, Ilia Mirkin wrote:
> On Mon, Oct 19, 2015 at 3:47 PM, Rob Clark wrote:
>> Also, there is some trivial shader variant handling in mesa st which
>> would have to be ported to NIR. Or, perhaps, just somehow expose the
>> shader key to the driver. (Currently most dr
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