Hi,
On 06/18/2015 03:17 PM, Emil Velikov wrote:
Strange I was under the impression that there are apps that make use
of GS, albeit not too many.
So far I haven't seen any e.g. Steam game using GS, but Unreal Engine 4
demos:
https://wiki.unrealengine.com/Linux_Demos
use them. Of the
Hi,
On 06/20/2015 03:32 PM, Timothy Arceri wrote:
The restrictions in ES make the extension easier to implement so
I thought I'd try get this stuff reviewed an committed before finishing
up the full extension.
The bits that I'm still working on for the desktop version are AoA inputs
outputs, and
Hi,
On 06/25/2015 02:48 AM, Davin McCall wrote:
In terms of performance:
(export LIBGL_ALWAYS_SOFTWARE=1; time glmark2)
For Intel driver, INTEL_NO_HW=1 could be used.
(Do other drivers have something similar?)
-fno-strict-aliasing:
glmark2 Score: 244
real5m34.707s
user11m36.192s
Hi,
On 06/25/2015 03:53 PM, Davin McCall wrote:
On 25/06/15 12:27, Eero Tamminen wrote:
On 06/25/2015 02:48 AM, Davin McCall wrote:
In terms of performance:
(export LIBGL_ALWAYS_SOFTWARE=1; time glmark2)
For Intel driver, INTEL_NO_HW=1 could be used.
(Do other drivers have something
Hi,
On 06/25/2015 04:56 PM, Davin McCall wrote:
On 25/06/15 14:32, Eero Tamminen wrote:
On 06/25/2015 03:53 PM, Davin McCall wrote:
On 25/06/15 12:27, Eero Tamminen wrote:
On 06/25/2015 02:48 AM, Davin McCall wrote:
In terms of performance:
(export LIBGL_ALWAYS_SOFTWARE=1; time glmark2
Hi,
On 06/24/2015 05:53 AM, Matt Turner wrote:
On Tue, Jun 23, 2015 at 6:44 PM, Ian Romanick wrote:
Please quote the spec.
Section 6.5 Expressions of the draft C99 spec I have says (page 68, 80
of the pdf):
7 An object shall have its stored value accessed only by an lvalue
expression that h
Hi,
On 06/30/2015 01:15 AM, Davin McCall wrote:
This is the third iteration of a patch to resolve a strict aliasing
problem in the exec_list structure.
At the suggestion of Francisco Jerez this is a return to the original
(v1) style of the patch, which replaces the three 'exec_node *' members
i
Hi,
Does this address comments raised for the 2014 EGL/DRI3 patch:
http://patchwork.freedesktop.org/patch/35399/
?
- Eero
On 07/01/2015 06:31 PM, Boyan Ding wrote:
The patch that follows implements DRI3 support for EGL API. Most of the
code is directly ported from dri3_glx.c, w
Hi,
On 10/28/2015 11:24 PM, Jimmy Berry wrote:
I have found myself desiring the ability to manipulate the GALLIUM_HUD
variable while an application is running. At the most basic simply
being able to toggle the hud on and off would be great. Otherwise, one
has to relaunch an application and get b
Hi,
On 10/29/2015 12:27 PM, Martin Peres wrote:
On 29/10/15 12:33, Eero Tamminen wrote:
On 10/28/2015 11:24 PM, Jimmy Berry wrote:
I have found myself desiring the ability to manipulate the GALLIUM_HUD
variable while an application is running. At the most basic simply
being able to toggle the
Hi,
This seems otherwise OK, but you should use sigaction() instead of
signal() for portability (see NOTES section in the manual page).
- Eero
On 11/03/2015 12:43 PM, boombatower wrote:
- env GALLIUM_HUD_VISIBLE: control default visibility
- env GALLIUM_HUD_SIGNAL_TOGGLE: toggle vis
On 11/03/2015 05:43 PM, Brian Paul wrote:
On 11/03/2015 03:43 AM, boombatower wrote:
- env GALLIUM_HUD_VISIBLE: control default visibility
- env GALLIUM_HUD_SIGNAL_TOGGLE: toggle visibility via signal
---
docs/envvars.html | 6 ++
src/gallium/auxiliary/hud/hud_conte
Hi,
On 02/03/2015 05:06 PM, Jason Ekstrand wrote:
Ooh! I bet this fixes our rendering problems on some of those benchmarks
too! I was wondering why generating made was causing problems.
NIR in today's Mesa renders fine all the benchmarks in which I've had
noticed rendering artifacts last wee
Hi,
On 02/05/2015 01:31 AM, Kenneth Graunke wrote:
On Wednesday, February 04, 2015 01:52:57 PM Carl Worth wrote:
From: Kristian Høgsberg
This code provides for an on-disk cache of objects. Objects are stored
and retrieved (in ~/.cache/mesa) via names that are arbitrary 20-byte
sequences, (int
Hi,
On 02/05/2015 06:21 AM, Matt Turner wrote:
total instructions in shared programs: 5895414 -> 5747578 (-2.51%)
instructions in affected programs: 3618111 -> 3470275 (-4.09%)
helped:20492
HURT: 4449
GAINED:
Hi,
On 02/11/2015 08:45 PM, Kenneth Graunke wrote:
On Wednesday, February 11, 2015 04:56:56 PM Juha-Pekka Heikkila wrote:
There is no error path available thus instead of giving
realloc possibility to fail use new which will never
return null pointer and throws bad_alloc on failure.
...
Okay,
Hi,
On 31.01.2017 21:12, Matt Turner wrote:
On Sun, Jan 29, 2017 at 8:29 PM, Kenneth Graunke wrote:
On Sunday, January 29, 2017 6:20:10 PM PST Matt Turner wrote:
This partially reverts commit 97217a40f97cdeae0304798b607f704deb0c3558.
It leaves ES 2.0 support in place per Ian's suggestion, bec
Hi,
On 03.02.2017 19:23, Samuel Pitoiset wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be configured
for specific apps which require a context with an explicit version.
For example, when an app requires a 3.2 core conte
Hi,
On 05.02.2017 15:19, Samuel Pitoiset wrote:
On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
As far as I can see[1], when the game detects GL 4.3+, the engine tries
to load a different set of shaders from disk, but the game developers
have not enabled the right flag during building, so the
Hi,
On 07.02.2017 13:23, Jan Ziak wrote:
On Mon, Feb 6, 2017 at 11:48 PM, Marek Olšák wrote:
On Mon, Feb 6, 2017 at 9:27 PM, Jan Ziak <0xe2.0x9a.0...@gmail.com> wrote:
Hello
I am against application profiles - in the form of "a
community-maintained whitelist of apps" or in any other form
exp
Hi,
On 06.02.2017 22:26, Samuel Pitoiset wrote:
On 02/06/2017 04:45 PM, Eero Tamminen wrote:
Results from quick try on Ubuntu 16.04 with today's version of the game
(ARK: Survival Evolved)...
With (Ubuntu 16.04 default) Mesa 11.2, game starts to the game main
menu, but when one starts
Hi,
On 08.02.2017 02:40, Marek Olšák wrote:
I'm not concerned about anything and you missed that it had actually
been tested to the extent that we can enable it for some existing games
and at least one unreleased game already.
I also don't have to be the guy merging it and I mean that. But if I
Hi,
On 07.02.2017 15:29, Gustaw Smolarczyk wrote:
2017-02-07 14:11 GMT+01:00 Eero Tamminen :
Thanks, setting breakpoint on SDL_ShowMessageBox() I can catch where it
shows the dialog, but it appears to link SDL statically and not have debug
symbols so that I could directly get the message
Hi,
On 08.02.2017 15:10, Marek Olšák wrote:
On Feb 8, 2017 11:15 AM, "Eero Tamminen"
Do you have some e.g. wiki page where this status info is collected?
So far the data provided in this thread is following:
Improves performance:
* Borderlands 2 (with multiple game gfx settings &
Hi,
On 09.02.2017 17:03, Marek Olšák wrote:
On Thu, Feb 9, 2017 at 1:52 PM, Ian Romanick wrote:
...
No, it absolutely is not fine to merge. We have never allowed such a
thing, and I'll be damned if I'll allow this project to start. Things
that land that are known to be broken never actually
Hi,
When checking GL errors for "Unturned" (Steam top-20 Unity3D based
game), I noticed that it uses functions from extension unsupported by
Mesa, and missing from "features.txt":
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_debug_label.txt
Could it be added to "features.txt" fi
Hi,
On 09.02.2017 19:14, Eric Anholt wrote:
Ian Romanick writes:
...
No, it absolutely is not fine to merge. We have never allowed such a
thing, and I'll be damned if I'll allow this project to start. Things
that land that are known to be broken never actually get fixed. Then we
have to wa
Hi,
On 09.02.2017 20:27, Ernst Sjöstrand wrote:
2017-02-09 18:06 GMT+01:00 Eero Tamminen
You don't know which one is at fault without investigating it.
glmark2 is open source, so it's easy to debug, and based on my
experience has active maintenance:
https://github.c
Hi,
On 09.02.2017 19:30, Ian Romanick wrote:
On 02/09/2017 05:19 PM, Eero Tamminen wrote:
When checking GL errors for "Unturned" (Steam top-20 Unity3D based
game), I noticed that it uses functions from extension unsupported by
Mesa, and missing from "features.txt":
htt
e such changes.
Marek
On Fri, Feb 10, 2017 at 11:32 AM, Eero Tamminen
wrote:
Hi,
On 09.02.2017 20:27, Ernst Sjöstrand wrote:
2017-02-09 18:06 GMT+01:00 Eero Tamminen
You don't know which one is at fault without investigating it.
glmark2 is open source, so it's easy to debug,
Hi,
On 14.02.2017 15:25, Emil Velikov wrote:
On 14 February 2017 at 13:02, Samuel Pitoiset wrote:
On 02/14/2017 01:54 PM, Edmondo Tommasina wrote:
"ignore_compat_version_limit"
"allow_higher_compat_version"?
"allow_higher_compat_version" looks good to me. Anyone else? :)
force_uncap_
Hi,
On 14.02.2017 21:06, Ian Romanick wrote:
On 02/10/2017 02:56 AM, Eero Tamminen wrote:
On 09.02.2017 19:30, Ian Romanick wrote:
On 02/09/2017 05:19 PM, Eero Tamminen wrote:
When checking GL errors for "Unturned" (Steam top-20 Unity3D based
game), I noticed that it uses func
Hi,
On 10.02.2017 02:59, Michel Dänzer wrote:
On 09/02/17 10:50 PM, Emil Velikov wrote:
On 9 February 2017 at 08:07, Michel Dänzer wrote:
From: Michel Dänzer
Drop all -m*, -W*, -O*, -g* and -f* flags, with the exception of
-fno-rtti, which must be used if it's part of the llvm-config --cxxf
Hi,
On 08/18/2015 08:59 PM, Matt Turner wrote:
On Tue, Jul 21, 2015 at 2:08 PM, Vinson Lee wrote:
Fixes 'make check' on FreeBSD.
Signed-off-by: Vinson Lee
---
Seems fine to me.
Reviewed-by: Matt Turner
At the same time, I don't have any idea if the scripts actually rely
on bash itself.
Hi,
On 08/19/2015 03:18 AM, Ian Romanick wrote:
On 08/12/2015 02:23 PM, Thomas Helland wrote:
2015-08-12 18:56 GMT+02:00 Kenneth Graunke :
On Wednesday, August 12, 2015 06:32:50 PM Thomas Helland wrote:
2015-08-12 17:48 GMT+02:00 Ilia Mirkin :
On Tue, Aug 11, 2015 at 1:48 PM, Thomas Helland
ity is controlled via 2 environment variables:
MESA_SHADER_DUMP - path where shader sources are dumped
MESA_SHADER_READ - path where replacement shaders are read
Signed-off-by: Tapani Pälli
Suggested-by: Eero Tamminen
---
src/glsl/glsl_parser_extras.cpp | 76 +
Hi,
Attached is fix to linker typo I noticed.
(It's so trivial that I'm not going to send updates to it for process
reasons / attributions. Apply it as you wish.)
- Eero
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index c95edf3..f008b4f 100644
--- a/src/
Hi,
Have you any plans for supporting partial unrolling?
I.e. if the loop count is too large to be completely unrolled, unroll it
few times (that still fits into instruction cache) and then loop that.
E.g. for a loop with 51 rounds, Mesa could unroll it 4 rounds, loop that
12 times and unrol
Hi,
On 15.09.2016 11:00, Itai wrote:
What I should have said is I have never written anything in Mesa. I
tried making a small C program reproducing the problem, but I couldn't
get the same result (Not entirely sure what the JRE is doing).
I have run valgrind on the sample Java program, which pro
Hi,
On 04.10.2016 17:38, Lionel Landwerlin wrote:
In conjuction with an intel_aubdump change, you can now look at your
application's output like this :
$ intel_aubdump -c '/path/to/aubinator --gen=hsw' my_gl_app
Maybe you could add also a patch to document this usage?
Signed-off-by: Lionel
Hi,
On 14.10.2016 07:35, Edward O'Callaghan wrote:
V2. add i965/hsw+ to list
V3. rebased on master.
Signed-off-by: Edward O'Callaghan
---
docs/features.txt | 18 +-
1 file changed, 9 insertions(+), 9 deletions(-)
diff --git a/docs/features.txt b/docs/features.txt
index 0d6c16
Hi,
On 23.07.2016 01:26, Fu, Sheng wrote:
When I ran glxgears on my CentOS box with Mesa, the background of the
x-window looks transparent. When run with NVIDA graphics cad, it is
solid. Is there a setting to make the background a solid color?
No, this is a bug (somewhere). My guess is that f
Hi,
On 30.08.2016 12:51, Marek Olšák wrote:
Recently I discovered that our GLSL compiler spends a lot of time in
rzalloc_size, so I looked at possible options to optimize that. It's
worth noting that too many existing allocations slow down subsequent
malloc calls, which in turn slows down the GL
Hi,
On 31.08.2016 08:03, Kenneth Graunke wrote:
On Tuesday, August 30, 2016 3:52:12 PM PDT Ian Romanick wrote:
[snip]
I don't recall any native Linux games encountering this, but my memory
may have faded. There were some Windows DirectX games that would
exhaust VMA when run inside VMware. Onc
HI,
On 31.08.2016 15:40, Marek Olšák wrote:
On Aug 31, 2016 5:02 AM, "Michel Dänzer" wrote:
On 30/08/16 06:51 PM, Marek Olšák wrote:
If we don't care about memory usage, let's use my allocator. If we do,
let's import jemalloc into the Mesa tree and use it for ralloc.
Instead of importing
Hi,
On 31.08.2016 16:37, Marek Olšák wrote:
...
OK. I'm afraid malloc/calloc/realloc/free from libjemalloc.so will
conflict with libc and Steam.
>
When building jemalloc from source, there is an option to add a function prefix.
There are basically two options at the moment:
- my allocator: is
Hi,
On 18.10.2016 01:07, Jan Ziak wrote:
This patch replaces the ir_variable_refcount_entry's linked-list
with an array-list.
The array-list has local storage which does not require ANY additional
allocations if the list has small number of elements. The size of this
storage is configurable for
Hi,
On 18.10.2016 16:25, Jan Ziak wrote:
On Tue, Oct 18, 2016 at 3:12 PM, Nicolai Hähnle wrote:
On 18.10.2016 15:07, Jan Ziak wrote:
On Tue Oct 18 09:29:59 UTC 2016, Eero Tamminen wrote:
On 18.10.2016 01:07, Jan Ziak wrote:
- The total number of executed instructions goes down from 64.184
Hi,
On 18.10.2016 20:12, Jan Ziak wrote:
[...]
Never profile with -O0 or disabled function inlining.
Seriously?
Nobody's going to take seriously optimization results taken from
non-optimized builds.
Mesa uses -g -O2
with --enable-debug, so that's what you should use too. Don't use any
o
Hi,
On 21.10.2016 14:07, Tapani Pälli wrote:
I did run some valgrind comparisons with gfxbench4, your branch against
Mesa master. I did not spot anything obvious related to ralloc.
On i965 there's a huge load of invalid writes's and read's in general
but this happens on master as well so maybe
Hi,
On 25.10.2016 06:40, Jason Ekstrand wrote:
These restrictions existed because intel_miptree_blit couldn't handle
surfaces bigger than 32k. How that we're chopping blits up into chunks, it
can handle any size we throw at it so we can get rid of this restriction.
This improves the terrain tes
Hi,
Glmark2 is fairly common test. Shouldn't this regression bugfix be CC
to stable?
(Regression happened with
https://bugs.freedesktop.org/show_bug.cgi?id=97532)
- Eero
On 26.10.2016 12:23, Samuel Iglesias Gonsálvez wrote:
Default precision qualifier for a data type could be se
luding the tile offsets so the assert
would misfire. This caused crashes in a few UE4 demos
Signed-off-by: Jason Ekstrand
Reported-by: "Eero Tamminen"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98431
Cc: "13.0"
---
src/intel/blorp/blorp_blit.c | 8 ++--
Hi,
Could you add also note about this to envvars.html?
- Eero
On 16.11.2016 01:05, Brian Paul wrote:
A number of drivers report useful debug/perf information accessible
through GL_ARB_debug_output and with debug contexts (i.e. setting the
GLX_CONTEXT_DEBUG_BIT_ARB flag). But few appl
Hi,
Please look at:
https://github.com/glmark2/glmark2/issues/25
https://bugs.freedesktop.org/show_bug.cgi?id=97532
https://bugs.freedesktop.org/show_bug.cgi?id=97804
- Eero
On 25.11.2016 16:37, Rob Clark wrote:
hmm, actually looks like we need to revert
259fc5
Hi,
There are quite a few bugs in FDO bugzilla which mention glx-tls,
you could list few of them in the commit message, e.g. this one:
https://bugs.freedesktop.org/show_bug.cgi?id=72902
- Eero
On 06.12.2016 20:51, Emil Velikov wrote:
On 6 December 2016 at 14:36, Andreas Boll
Hi,
On 07.12.2016 20:03, Ian Romanick wrote:
On 12/07/2016 09:44 AM, Marek Olšák wrote:
On Wed, Dec 7, 2016 at 6:42 PM, Ilia Mirkin wrote:
What's wrong with feeding it stack memory?
I don't really have an answer to that.
>
Does valgrind provide any clues?
Valgrind isn't so good at debug
Hi,
I think it fixed one of the segfaults with closed vkreplay window, but
it still segfaults. For details, see backtrace here:
https://github.com/LunarG/VulkanTools/issues/124
- Eero
On 20.12.2016 05:59, Arda Coskunses wrote:
Without this check driver crash when application
Hi,
Either this, or the other commit fixed segfault with vkreplay on DOTA2
Vulkan trace (segfault happened in trace before DOTA2 came to its main
menu).
- Eero
On 23.12.2016 00:10, Jason Ekstrand wrote:
pushed
On Thu, Dec 22, 2016 at 1:56 PM, Jason Ekstrand mailto:ja...@jlekstrand.
Hi,
Could http://mesa3d.org/ be also updated? It doesn't list 12.0 yet.
- Eero
On 09.07.2016 02:18, Emil Velikov wrote:
Hi all,
Mesa 12.0.1 is available.
It resolves r600/radeonsi build issues introduced in the 12.0.0 release.
Emil Velikov (4):
docs: add sha256 checksums for
rated from commit messages, or from FDO bugzilla?
Commit e1d54b1ba5a9d579020fab058bb065866bc35554 refers to that bug.
While it helps, it doesn't fix it...
- Eero
-Brian
On 07/12/2016 09:20 AM, Eero Tamminen wrote:
Hi,
Could http://mesa3d.org/ be also updated? It doesn'
Hi,
On 18.07.2016 16:11, Marek Olšák wrote:
torcs is 2% faster between the previous patch and the end of this series.
"Driver" & "Driver2" tests included with GFXBench v4 could be good to
check with this. They're fully CPU bound, synthetic 3D driver tests
doing subset of stuff that the Manh
Hi,
When you put arrays to headers they get duplicated in every object file
that includes the header. If they're not static, you get conflict, if
they're static, you rely on linker being able to de-duplicate them
(which isn't given with every linker).
Wouldn't just a separate C/C++ file be
Hi,
On 21.07.2016 20:53, Rob Clark wrote:
Would be nice if we could also have lockdep, like in the linux kernel.
But this is better than nothing.
I haven't tried it, but there is a user-space lockdep:
http://lwn.net/Articles/536363/
Clang has some support for static lock analysis:
htt
Hi,
On keskiviikko 16 heinäkuu 2014, Thorsten Glaser wrote:
> On Wed, 16 Jul 2014, John Paul Adrian Glaubitz wrote:
> > Absolutely. Could the upstream Mesa developers maybe apply the patch
> > as well?
>
> They are not taking us for real, see #728053 for their feedback…
While effect of unaligned
Hi,
On 12/04/2014 11:38 PM, Mario Kleiner wrote:
On 12/04/2014 11:20 AM, Axel Davy wrote:
On 02/12/2014 20:53, Mario Kleiner wrote :
Restores proper immediate tearing swap behaviour for
OpenGL bufferswap under DRI3/Present.
+ if (priv->swap_interval == 0)
+ options |= XCB_PRESE
Hi,
On 12/06/2014 05:46 AM, Jonathan Gray wrote:
Along with the ABI-check scripts it seems at the very least
all occurances of "#!/bin/bash" should be changed to
"#!/usr/bin/env bash" if they are actually bash specific.
Debian's devscripts package's checkbashisms checker tells about Bash needs
Hi,
On 12/15/2014 07:46 AM, Keith Packard wrote:
Mario Kleiner writes:
Restores proper immediate tearing swap behaviour for
OpenGL bufferswap under DRI3/Present.
Hrm. I'd love for this to be controlled by the GLX_EXT_swap_control_tear
extension, but that one uses negative interval values to
atch from Chris Wilson.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86969
Signed-off-by: Kenneth Graunke
Cc: Chris Wilson
Cc: Eero Tamminen
---
src/mesa/drivers/dri/i965/brw_context.h | 3 +++
src/mesa/drivers/dri/i965/gen6_queryobj.c | 27 +++
2 f
Hi,
On 12/16/2014 08:30 PM, Mario Kleiner wrote:
On 12/16/2014 09:23 AM, Keith Packard wrote:
Mario Kleiner writes:
The 0 case is good for benchmarking.
Sure, but the current code does benchmarking just fine. In fact, because
it doesn't copy queued frames that aren't the most recent before
Hi,
On 01/15/2015 03:04 AM, Matt Turner wrote:
On Wed, Jan 14, 2015 at 1:52 PM, Matt Turner wrote:
On Wed, Jan 14, 2015 at 1:29 PM, Matt Turner wrote:
glsl: Optimize certain if-statements to just casts from the condition
Cherry-picked to master, the shader-db results are
total instruction
Hi,
On 01/16/2015 11:43 PM, Kenneth Graunke wrote:
On Thursday, January 15, 2015 07:12:20 AM Jason Ekstrand wrote:
On Jan 15, 2015 12:27 AM, "Eero Tamminen" wrote:
...
Any ideas how the loop unrolling could be reliably be taken into account
automatically in these statistics?
Hi,
On 13.1.2019 9.44, Jonathan Gray wrote:
...> As we can not depend on python to build Mesa in OpenBSD I will have to
go back to maintaining a local Mesa build system if autotools is removed.
Mesa already needs python-mako (for code generation) with Autotools.
Why Meson also needing Python i
Hi,
On 31.1.2019 1.37, Dylan Baker wrote:
This email announces the mesa 19.0 release candidate 1. I'll keep this email
fairly brief since I'm already running a little late on getting this done :)
I've just had to resolve quite a few autotools issues to get the dist built.
Notable in the 19.0-rc
Hi,
On 2.2.2019 3.20, Mark Janes wrote:
Eero Tamminen writes:
On 31.1.2019 1.37, Dylan Baker wrote:
This email announces the mesa 19.0 release candidate 1. I'll keep this email
fairly brief since I'm already running a little late on getting this done :)
I've just had to reso
Hi,
On 4.2.2019 14.41, Eero Tamminen wrote:
On 2.2.2019 3.20, Mark Janes wrote:
[...]
These regressions all need to be added to the release tracker. Thank
you for reporting them.
If that should track all the things regressed since previous
18.3 version was branched:
---
tag
Hi,
On 6.2.2019 20.03, Dylan Baker wrote:
Quoting Eero Tamminen (2019-02-04 04:41:12)
[...]
* going through bugzilla bugs that have been created after previous
release branch point was tagged and, adding the relevant ones
to the release tracker bug
This has always been the job of
Hi,
On 20.2.2019 17.32, Marek Olšák wrote:
On Wed, Feb 20, 2019 at 2:31 AM Connor Abbott On Wed, Feb 20, 2019 at 4:29 AM Marek Olšák
...
That's a harsh reaction to a relatively good benchmarking setup.
I use debugoptimized with -DDEBUG. My performance is probably
mor
Hi,
On 28.2.2019 11.57, Marc-André Lureau wrote:
On Thu, Feb 28, 2019 at 1:17 AM Marek Olšák wrote:
I'd rather have something more robust than an env var, like catching SIGSYS.
SIGSYS is info for the invoking parent, not the (Mesa) process doing the
syscall.
From "man 2 seccomp":
The pro
Hi,
On 1.3.2019 11.12, Michel Dänzer wrote:
On 2019-02-28 8:41 p.m., Marek Olšák wrote:
On Thu, Feb 28, 2019 at 1:37 PM Eero Tamminen
Why distro versions of Qemu filter sched_setaffinity() syscall?
(https://bugs.launchpad.net/ubuntu/+source/qemu/+bug/1815889)
Daniel Berrange (berrange
Hi,
On 12.3.2019 10.59, Marc-André Lureau wrote:
On Fri, Mar 1, 2019 at 12:13 PM Mathias Fröhlich
wrote:
On Friday, 1 March 2019 12:15:08 CET Eero Tamminen wrote:
On 1.3.2019 11.12, Michel Dänzer wrote:
On 2019-02-28 8:41 p.m., Marek Olšák wrote:
On Thu, Feb 28, 2019 at 1:37 PM Eero
Hi,
On 10/01/2015 06:07 AM, Michel Dänzer wrote:
On 01.10.2015 04:35, Marek Olšák wrote:
[...]
For your issue, the only way is to remove loading ~/.drirc from Mesa,
I think that would be the proverbial "throwing out the baby with the
bathwater". :)
making driconf useless. Do we really car
Hi,
On 18.01.2016 17:05, Kenneth Graunke wrote:
This writes linked shader programs to .shader_test files to
$MESA_SHADER_CAPTURE_PATH in the format used by shader-db
(http://cgit.freedesktop.org/mesa/shader-db).
It supports both GLSL shaders and ARB programs. All stages that
are linked togethe
Hi,
On 19.01.2016 13:07, Marek Olšák wrote:
On Mon, Jan 18, 2016 at 6:12 PM, Eero Tamminen
On 18.01.2016 17:05, Kenneth Graunke wrote:
[...]
If one wants startup shaders not to be overwritten, one can just kill the
program at that point. One could also somewhat differentiate shaders to
Hi,
On 23.01.2016 15:24, Ilia Mirkin wrote:
On Sat, Jan 23, 2016 at 8:05 AM, Marek Olšák wrote:
On Sat, Jan 23, 2016 at 1:28 PM, Ilia Mirkin wrote:
H... Because you can have
// asdf
#version 150?
Unfortunately this would also catch
// #version 450
#version 150
Would it work to put a
Hi,
On 08.02.2016 00:07, Matt Turner wrote:
On Sun, Feb 7, 2016 at 1:37 PM, Juha-Pekka Heikkilä
wrote:
I know there are lot of places where there is malloc unchecked still
-- and then there is ralloc which is a story of its own. Reason why I
think checking these would be remotely useful in win
Hi,
I ran large set of performance tests on BDW i3/GT2 & SKL i5/GT2.
Impact of the patch is within variance (variance in the test setup is
on SKL <1% for GPU limited cases, on BDW, which is TDP limited,
variance is ~3x larger). I.e. no noticeable improvement in them,
but neither there is no regr
Hi,
On 05/06/2015 08:28 PM, Kenneth Graunke wrote:
I agree with Axel - I think LIBGL_DRI3_DISABLE=1 already does what you
want, so patch 2 is unnecessary.
That needs a patch to doc/envvars.html...
- Eero
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Hi,
On 05/28/2015 10:19 PM, Thomas Helland wrote:
One more thing;
Is there a limit where the loop body gets so large that we
want to decide that "gah, this sucks, no point in unrolling this"?
I imagine as the loops get large there will be a case of
diminishing returns from the unrolling?
I thi
Hi,
On 05/29/2015 07:04 PM, Connor Abbott wrote:
On Fri, May 29, 2015 at 6:23 AM, Eero Tamminen
wrote:
On 05/28/2015 10:19 PM, Thomas Helland wrote:
One more thing;
Is there a limit where the loop body gets so large that we
want to decide that "gah, this sucks, no point in unrolling
Hi,
On 06/05/2015 02:35 AM, Ben Widawsky wrote:
On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote:
I ran the patch through shader-db, and there were no changes, but
that's because we have no vertex shaders that spill. Until we have
vertex shaders that spill, I don't think figuring out
Hi,
> Honestly, I think I'm okay with our usual metrics like:
> - Increased FPS in a game or benchmark
> - Reduced number of instructions or memory accesses in
a shader program
> - Reduced memory consumption
> - Significant cycle reduction in callgrind or better generated code
> (ideally if
Hi,
On 03/16/2015 06:37 PM, Matt Turner wrote:
On Mon, Mar 16, 2015 at 4:54 AM, Tapani Pälli wrote:
Is there some particular Piglit test case that hits this path and is it
possible with gen>5 (by removing gen check)? I've tried this with
handicrafted shader_test and also shader-db and cannot h
Hi,
On 03/20/2015 09:29 AM, Dave Airlie wrote:
I started running pahole on stuff today and mesa had a bunch of low
hanging fruit all over the types, the main thing all of this
does is reduce the mesa context size considerably.
before:
/* size: 150024, cachelines: 2345, members: 114 */
after:
/*
Hi,
On 16.02.2016 09:24, Jarkko Korpi wrote:
Then the other question. My cpu is skylake 6600k which has powersaving
on that it drops its speed when not doing much. It can drop cores at
800mhz. Most of youtube videos if not all are in vp9 format, that's the
info I get when i look at the video sta
Hi,
On 30.05.2016 20:57, Rob Clark wrote:
On Mon, May 30, 2016 at 1:39 PM, Matt Turner wrote:
On Mon, May 30, 2016 at 10:28 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
This patch enables compilation with -flto.
The performance benefits of LTO (GCC 4.9 & 6.1) are about 1% for glxgears.
Performanc
Hi,
On 31.05.2016 21:43, ⚛ wrote:
On Tue, May 31, 2016 at 8:30 PM, Aaron Watry wrote:
Given the header that it's failing in, I removed the --enable-glx-tls flag, and
then things built successfully.
mesa.spec in
http://download.clearlinux.org/releases/8490/clear/source/SRPMS/mesa-11.2.99.1
Hi,
On 01.06.2016 16:50, Erik Faye-Lund wrote:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or
Hi,
On 01.06.2016 16:53, Marek Olšák wrote:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote:
I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or som
Hi,
On 01.06.2016 18:02, Jason Ekstrand wrote:
On Jun 1, 2016 7:43 AM, "Eero Tamminen" mailto:eero.t.tammi...@intel.com>> wrote:
> Startup time may not be a problem for games (some gamers may
disagree), but there are also devices which have legal / certification
requirement
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