On Sat, Sep 28, 2013 at 9:34 PM, Marek Olšák wrote:
> No, I said it would be better to use st_choose_matching_format in
> st_ChooseTextureFormat, because st_choose_matching_format does exactly
> what you're trying to do.
>
> I have gone ahead and implemented what I had in mind. See the attached
>
https://bugs.freedesktop.org/show_bug.cgi?id=69874
--- Comment #4 from Kai ---
(In reply to comment #1)
> Note that this is new with Automake 1.14.
>
> I think everything /works/ with 1.14, it's just grumbly.
Yes, that's correct. AFAICT everything works fine. I just thought I give you an
heads-
https://bugs.freedesktop.org/show_bug.cgi?id=55951
Sven Arvidsson changed:
What|Removed |Added
Assignee|dri-devel@lists.freedesktop |mesa-dev@lists.freedesktop.
On Thu, Sep 26, 2013 at 01:28:47PM -0700, Chad Versace wrote:
> On 09/22/2013 10:37 AM, Ben Widawsky wrote:
> >After the last patch, we can replace the region allocated in the miptree
> >creation with a more straightforward (and hopefully smaller resulting)
> >buffer based on the bspec's allocation
https://bugs.freedesktop.org/show_bug.cgi?id=69541
Vinson Lee changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
Hey,
So for virgl I was praying I could avoid having to keep a GL context
on the host per guest context but it appears to do
NV_conditional_render properly I either need the ability to
suspend/resume queries (maybe I could write an extension) or I need
contexts :-(
So this led me to look at the s
Hi;
This is version 2 of the shader cache patches. I've fixed issues with
Lightsmark and Warsow that the first series had, I was not simply caching
enough information for reconstructing ir_variables correctly. Internal API
has some changes and data is now first written to memory and then dumped
as
Patch introduces gl_shader_cache class that uses ir_cache
to save and load shaders from the disk. This can be used
to implement automatic 'behind the scenes' shader cache for
the compiler.
TODO
- recursive cache directory generation
- env variable to enable/disable cache
- configure option to ena
will be used by compiler code when loading shaders from the cache
Signed-off-by: Tapani Pälli
---
src/glsl/linker.cpp | 2 +-
src/glsl/linker.h | 3 +++
2 files changed, 4 insertions(+), 1 deletion(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c54b704..17290eb 100644
--- a/s
Patch takes gl_shader_cache in to use if Mesa is compiled with
additional option '--enable-shadercache'. When compiling a shader,
compiler first checks the cache if shader exists already or does
it need to be compiled. Compiler also attempts to cache all
compiled shaders.
Signed-off-by: Tapani Päl
10 matches
Mail list logo