Re: [Mesa-dev] [PATCH 1/3] glsl: delay optimisations on individual shaders when cache is available

2017-03-26 Thread Timothy Arceri
On 27/03/17 14:14, Timothy Arceri wrote: Due to a max limit of 65,536 entries on the index table that we use to decide if we can skip compiling individual shaders, it is very likely we will have collisions. To avoid doing too much work when the linked program may be in the cache this patch

Re: [Mesa-dev] [Mesa-stable] [PATCH] i965/fs: Don't emit SEL instructions for type-converting MOVs.

2017-03-26 Thread Samuel Iglesias Gonsálvez
On Fri, Mar 24, 2017 at 12:39:38PM -0700, Francisco Jerez wrote: > Matt Turner writes: > > > On Fri, Mar 24, 2017 at 12:06 AM, Francisco Jerez > > wrote: > >> Samuel Iglesias Gonsálvez writes: > >> > >>> On Thu, 2017-03-23 at

Re: [Mesa-dev] [PATCH 1/3] glsl: delay optimisations on individual shaders when cache is available

2017-03-26 Thread Matt Turner
On Sun, Mar 26, 2017 at 8:14 PM, Timothy Arceri wrote: > Due to a max limit of 65,536 entries on the index table that we use to > decide if we can skip compiling individual shaders, it is very likely > we will have collisions. > > To avoid doing too much work when the

Re: [Mesa-dev] [PATCH 3/3] glsl: don't run the GLSL pre-processor when we are skipping compilation

2017-03-26 Thread Matt Turner
On Sun, Mar 26, 2017 at 8:14 PM, Timothy Arceri wrote: > Improves Deus Ex start-up times from ~30 seconds to ~22 seconds. > > Also fixes the leaking of state. > --- > src/compiler/glsl/glsl_parser_extras.cpp | 19 ++- > 1 file changed, 10 insertions(+), 9

Re: [Mesa-dev] [PATCH kmscube 3/3] meson build support (v2)

2017-03-26 Thread Eric Engestrom
On Sunday, 2017-03-26 09:59:51 -0400, Rob Clark wrote: > Figured I should figure out what this meson stuff is all about. After a > bit of hunting around to find examples to look at (and interruptions) it > took maybe ~1hr to convert (for someone who never looked at meson > before). The build

Re: [Mesa-dev] [PATCH 3/3] glsl: don't run the GLSL pre-processor when we are skipping compilation

2017-03-26 Thread Timothy Arceri
On 27/03/17 14:14, Timothy Arceri wrote: Improves Deus Ex start-up times from ~30 seconds to ~22 seconds. ^-- that is a warm cache run. Fix commit message locally. Also fixes the leaking of state. ___ mesa-dev mailing list

[Mesa-dev] [PATCH 3/3] glsl: don't run the GLSL pre-processor when we are skipping compilation

2017-03-26 Thread Timothy Arceri
Improves Deus Ex start-up times from ~30 seconds to ~22 seconds. Also fixes the leaking of state. --- src/compiler/glsl/glsl_parser_extras.cpp | 19 ++- 1 file changed, 10 insertions(+), 9 deletions(-) diff --git a/src/compiler/glsl/glsl_parser_extras.cpp

[Mesa-dev] [PATCH 2/3] glsl: disable cache if MESA_EXTENSION_OVERRIDE is set

2017-03-26 Thread Timothy Arceri
In the following patch we will stop pre-processing shaders before hashing them, so we just disable the cache if MESA_EXTENSION_OVERRIDE is set. --- src/util/disk_cache.c | 9 + 1 file changed, 9 insertions(+) diff --git a/src/util/disk_cache.c b/src/util/disk_cache.c index

[Mesa-dev] [PATCH 1/3] glsl: delay optimisations on individual shaders when cache is available

2017-03-26 Thread Timothy Arceri
Due to a max limit of 65,536 entries on the index table that we use to decide if we can skip compiling individual shaders, it is very likely we will have collisions. To avoid doing too much work when the linked program may be in the cache this patch delays calling the optimisations until link

Re: [Mesa-dev] [PATCH v2] mesa/main: Fix memset in formatquery.c

2017-03-26 Thread Edward O'Callaghan
On 03/27/2017 01:49 PM, Brian Paul wrote: > On Sun, Mar 26, 2017 at 5:51 PM, Edward O'Callaghan > > wrote: > > V.1: > We memset number of elements without multiplication by the > element size. > > V.2: > We

Re: [Mesa-dev] [PATCH 2/2] radv: add external memory support.

2017-03-26 Thread Edward O'Callaghan
On 03/17/2017 09:05 AM, Bas Nieuwenhuizen wrote: > On Wed, Mar 15, 2017 at 1:25 AM, Dave Airlie wrote: >> From: Dave Airlie >> >> This adds support for exporting 2D images, to an >> opaque fd. >> >> This implements the: >>

Re: [Mesa-dev] [PATCH v2] mesa/main: Fix memset in formatquery.c

2017-03-26 Thread Brian Paul
On Sun, Mar 26, 2017 at 5:51 PM, Edward O'Callaghan < funfunc...@folklore1984.net> wrote: > V.1: > We memset number of elements without multiplication by the > element size. > > V.2: > We explicitly set each member to -1 over using a confusing > memset(). > > Signed-off-by: Edward O'Callaghan

Re: [Mesa-dev] [PATCH] glsl, st/shader_cache: check the whole sha1 for zero

2017-03-26 Thread Edward O'Callaghan
Reviewed-by: Edward O'Callaghan On 03/27/2017 11:42 AM, Timothy Arceri wrote: > > > On 27/03/17 10:18, Grazvydas Ignotas wrote: >> On Sun, Mar 26, 2017 at 11:45 PM, Timothy Arceri >> wrote: >>> >>> >>> On 27/03/17 03:30, Grazvydas Ignotas

Re: [Mesa-dev] [PATCH 1/2] radv/formats: reverse how the image format properties KHR2 is handled

2017-03-26 Thread Edward O'Callaghan
Patches 1&2 are, Reviewed-by: Edward O'Callaghan On 03/15/2017 11:25 AM, Dave Airlie wrote: > From: Dave Airlie > > This just aligns with how anv does it. > > Signed-off-by: Dave Airlie > --- >

[Mesa-dev] [Bug 100407] GLX problem when trying to launch QtCreator

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100407 Timothy Arceri changed: What|Removed |Added Status|NEW |NEEDINFO ---

[Mesa-dev] [Bug 100407] GLX problem when trying to launch QtCreator

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100407 Bug ID: 100407 Summary: GLX problem when trying to launch QtCreator Product: Mesa Version: unspecified Hardware: Other OS: All Status: NEW Severity:

Re: [Mesa-dev] [PATCH] glsl, st/shader_cache: check the whole sha1 for zero

2017-03-26 Thread Timothy Arceri
On 27/03/17 10:18, Grazvydas Ignotas wrote: On Sun, Mar 26, 2017 at 11:45 PM, Timothy Arceri wrote: On 27/03/17 03:30, Grazvydas Ignotas wrote: The checks were only looking at the first byte, while the intention seems to be to check if the whole sha1 is zero. This

[Mesa-dev] [PATCH v2] mesa/main: Fix memset in formatquery.c

2017-03-26 Thread Edward O'Callaghan
V.1: We memset number of elements without multiplication by the element size. V.2: We explicitly set each member to -1 over using a confusing memset(). Signed-off-by: Edward O'Callaghan --- src/mesa/main/formatquery.c | 2 +- 1 file changed, 1 insertion(+), 1

Re: [Mesa-dev] [PATCH] glsl, st/shader_cache: check the whole sha1 for zero

2017-03-26 Thread Grazvydas Ignotas
On Sun, Mar 26, 2017 at 11:45 PM, Timothy Arceri wrote: > > > On 27/03/17 03:30, Grazvydas Ignotas wrote: >> >> The checks were only looking at the first byte, while the intention >> seems to be to check if the whole sha1 is zero. This prevented all >> shaders with first

Re: [Mesa-dev] [PATCH 1/3] stw/wgl: add null context check in wglBindTexImageARB()

2017-03-26 Thread Miklós Máté
On 24/03/17 22:42, Brian Paul wrote: To avoid dereferencing a null pointer in case wglMakeCurrent() wasn't called. Found while debugging SWKOTOR game. Reviewed-by: Neha Bhende Reviewed-by: Charmaine Lee ---

Re: [Mesa-dev] [PATCH 2/3] st/wgl: add support for WGL_ARB_make_current_read

2017-03-26 Thread Miklós Máté
Hi, On 24/03/17 22:42, Brian Paul wrote: This adds the wglMakeContextCurrentARB() and wglMakeContextCurrentARB() One of these should be wglGetCurrentReadDCARB(). functions. --- src/gallium/state_trackers/wgl/stw_context.c | 77 ++

Re: [Mesa-dev] MESA and KOTOR

2017-03-26 Thread Jose Fonseca
On 25/03/17 05:50, Federico Dossena wrote: Hmm, that didn't work. Turning off GL_ATI_fragment_shader makes the game glitch (see attached screenshot), forces framebuffer effects and soft shadows to off, and makes the game look worse because the extension is used for a lot of stuff like water,

Re: [Mesa-dev] [PATCH] glsl/shader_cache: restore evicted shader keys

2017-03-26 Thread Timothy Arceri
On 27/03/17 08:44, Timothy Arceri wrote: I'm actually wondering if we still even need the index at all? After bfa95997c4ecf74a329a047359d5e8d1217da49b and b607aad8e1a40c473176e31e11deaa26477c54c0 we should be able to just always set CompileStatus to skipped and fallback to a recompile should the

[Mesa-dev] Meson mesademos (Was: [RFC libdrm 0/2] Replace the build system with meson)

2017-03-26 Thread Jose Fonseca
On 25/03/17 01:25, Dylan Baker wrote: Quoting Jose Fonseca (2017-03-24 14:16:13) Evaluating is one thing. Actually migrating is another. Brian already said he'd take a look and evaluate. And I'll help in what I can. I agree we should all evaluate early. But I don't think that the

Re: [Mesa-dev] [PATCH] glsl/shader_cache: restore evicted shader keys

2017-03-26 Thread Timothy Arceri
I'm actually wondering if we still even need the index at all? After bfa95997c4ecf74a329a047359d5e8d1217da49b and b607aad8e1a40c473176e31e11deaa26477c54c0 we should be able to just always set CompileStatus to skipped and fallback to a recompile should the linked program not be found in the

[Mesa-dev] [PATCH] st/nine: Fix support for ps 1.4 dw and dz modifiers

2017-03-26 Thread Axel Davy
RCP was used incorrectly to support NINED3DSPSM_DW and NINED3DSPSM_DZ. src.x as used as input instead of src.w or src.z. Fixes: https://github.com/iXit/Mesa-3D/issues/271 Signed-off-by: Axel Davy --- src/gallium/state_trackers/nine/nine_shader.c | 4 ++-- 1 file changed, 2

Re: [Mesa-dev] [PATCH] glsl, st/shader_cache: check the whole sha1 for zero

2017-03-26 Thread Timothy Arceri
On 27/03/17 03:30, Grazvydas Ignotas wrote: The checks were only looking at the first byte, while the intention seems to be to check if the whole sha1 is zero. This prevented all shaders with first byte zero in their sha1 from being saved. This shaves around a second from Deus Ex load time on

[Mesa-dev] [PATCH 2/2] mesa: load a user defined drirc file specified via an environment variable

2017-03-26 Thread Edmondo Tommasina
Define a new MESA_USER_DRIRC environment variable to load a customized drirc file. When the variable is not defined, nothing changes and the ${HOME}/.drirc file will be loaded. If the variable is set to a file, this file will be loaded instead of the the ${HOME}/.drirc. Example:

[Mesa-dev] [PATCH 1/2] mesa: print a notice when loading a user defined drirc file

2017-03-26 Thread Edmondo Tommasina
... and avoid the load of ~/.drirc to go unnoticed. --- src/mesa/drivers/dri/common/xmlconfig.c | 4 1 file changed, 4 insertions(+) diff --git a/src/mesa/drivers/dri/common/xmlconfig.c b/src/mesa/drivers/dri/common/xmlconfig.c index d4649370ee..fef007996e 100644 ---

[Mesa-dev] [PATCH v5 3/5] gk110/ir: add LIMM form of mad

2017-03-26 Thread Karol Herbst
v2: renamed commit reordered modifiers add assert(dst == src2) v3: removed wrong neg mod emission Signed-off-by: Karol Herbst --- .../drivers/nouveau/codegen/nv50_ir_emit_gk110.cpp | 50 ++ .../drivers/nouveau/codegen/nv50_ir_peephole.cpp |

[Mesa-dev] [PATCH v5 4/5] gm107/ir: add LIMM form of mad

2017-03-26 Thread Karol Herbst
v2: renamed commit reordered modifiers add assert(dst == src2) v3: reordered modifiers again v5: no rounding bit for limms Signed-off-by: Karol Herbst --- .../drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp | 34 --

[Mesa-dev] [PATCH v5 2/5] nv50/ir: implement mad post ra folding for nvc0+

2017-03-26 Thread Karol Herbst
changes for GpuTest /test=pixmark_piano /benchmark /no_scorebox /msaa=0 /benchmark_duration_ms=6 /width=1024 /height=640: score: 1026 -> 1045 changes for shader-db: total instructions in shared programs : 3943335 -> 3934925 (-0.21%) total gprs used in shared programs: 481563 -> 481563

[Mesa-dev] [PATCH v5 1/5] nv50/ir: restructure and rename postraconstantfolding pass

2017-03-26 Thread Karol Herbst
we might want to add more folding passes here, so make it a bit more generic v2: leave the comment and reword commit message v4: rename it to PostRaLoadPropagation Signed-off-by: Karol Herbst Reviewed-by: Samuel Pitoiset ---

[Mesa-dev] [PATCH v5 5/5] nv50/ir: also do PostRaLoadPropagation for FMA

2017-03-26 Thread Karol Herbst
Helps Feral-ported games, due to their use of fma() shader-db changes: total instructions in shared programs : 3934925 -> 3934327 (-0.02%) total gprs used in shared programs: 481563 -> 481563 (0.00%) total local used in shared programs : 27469 -> 27469 (0.00%) total bytes used in shared

[Mesa-dev] [PATCH v5 0/5] nvc0/ir: add support for MAD/FMA PostRALoadPropagation

2017-03-26 Thread Karol Herbst
was "nv50/ir: PostRaConstantFolding improvements" before. nothing really changed from the last version, just minor things. Karol Herbst (5): nv50/ir: restructure and rename postraconstantfolding pass nv50/ir: implement mad post ra folding for nvc0+ gk110/ir: add LIMM form of mad

[Mesa-dev] [Bug 100402] [d3d9 bisected] Diablo III fails to start after commit 0630d3600bfb770cf3b23761c45b3add3b277c6b

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100402 --- Comment #1 from Nick Tenney --- Created attachment 130469 --> https://bugs.freedesktop.org/attachment.cgi?id=130469=edit NINE_DEBUG=all output The attachment includes stderr and stdout with WINEDEBUG=-all and

[Mesa-dev] [PATCH] glsl, st/shader_cache: check the whole sha1 for zero

2017-03-26 Thread Grazvydas Ignotas
The checks were only looking at the first byte, while the intention seems to be to check if the whole sha1 is zero. This prevented all shaders with first byte zero in their sha1 from being saved. This shaves around a second from Deus Ex load time on a hot cache. Signed-off-by: Grazvydas Ignotas

[Mesa-dev] [PATCH] glsl/shader_cache: restore evicted shader keys

2017-03-26 Thread Grazvydas Ignotas
Even though the programs themselves stay in cache and are loaded, the shader keys can be evicted separately. If that happens, unnecessary compiles are caused that waste time, and no matter how many times the program is re-run, performance never recovers to the levels of first hot cache run. To

[Mesa-dev] [Bug 100402] [d3d9 bisected] Diablo III fails to start after commit 0630d3600bfb770cf3b23761c45b3add3b277c6b

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100402 Nick Tenney changed: What|Removed |Added CC|

[Mesa-dev] [Bug 100402] [d3d9 bisected] Diablo III fails to start after commit 0630d3600bfb770cf3b23761c45b3add3b277c6b

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100402 Bug ID: 100402 Summary: [d3d9 bisected] Diablo III fails to start after commit 0630d3600bfb770cf3b23761c45b3add3b277c6b Product: Mesa Version: 17.0 Hardware: Other

[Mesa-dev] [PATCH 1/5] r600g: Use separate index_bias variable

2017-03-26 Thread Constantine Kharlamov
Needed to get rid of a separate struct allocation in the next patch, because the one in argument is a constant, and don't allow changing its fields. Signed-off-by: Constantine Kharlamov --- src/gallium/drivers/r600/r600_state_common.c | 8 +--- 1 file changed, 5

[Mesa-dev] [PATCH 5/5] r600g: use a clever alignment for index buffer uploads 2

2017-03-26 Thread Constantine Kharlamov
Stolen from radeonsi Signed-off-by: Constantine Kharlamov --- src/gallium/drivers/r600/r600_pipe.h | 15 +++ src/gallium/drivers/r600/r600_state_common.c | 8 +--- 2 files changed, 20 insertions(+), 3 deletions(-) diff --git

[Mesa-dev] [PATCH 4/5] r600g: use a clever alignment for index buffer uploads

2017-03-26 Thread Constantine Kharlamov
Stolen from radeonsi Signed-off-by: Constantine Kharlamov --- src/gallium/drivers/r600/r600_state_common.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/gallium/drivers/r600/r600_state_common.c b/src/gallium/drivers/r600/r600_state_common.c index

[Mesa-dev] [PATCH 2/5] r600g: Remove intermediate assignment of pipe_draw_info

2017-03-26 Thread Constantine Kharlamov
It removes a need to copy whole struct every call for no reason. Comparing objdump -d output for original and this patch compiled with -O2, shows reduce of the function by 16 bytes. Signed-off-by: Constantine Kharlamov --- src/gallium/drivers/r600/r600_state_common.c | 101

[Mesa-dev] [PATCH 3/5] r600g: Add more (un)likely functions

2017-03-26 Thread Constantine Kharlamov
1-st is obvious because of assert, 2-nd stolen frmo si_draw_vbo(), and 3-rd is just a small refactoring. Signed-off-by: Constantine Kharlamov --- src/gallium/drivers/r600/r600_state_common.c | 10 -- 1 file changed, 4 insertions(+), 6 deletions(-) diff --git

[Mesa-dev] [PATCH 0/5] Small r600_draw_vbo optimizations

2017-03-26 Thread Constantine Kharlamov
Mostly trivia, except that 4 and 5 — about alignment — may need some experienced look. That said, testing with test/gpy.py of piglit shows no regressions (though I tested with the patches applied to 17.0, because piglit in master freezes my system, and I didn't bisect yet, which test and commit

[Mesa-dev] [Bug 100275] plasmashell (etc) won't start in vnc after mesa 17.0.0

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100275 Johnny Stenback changed: What|Removed |Added Status|NEW |RESOLVED

[Mesa-dev] [PATCH 08/11] etnaviv: bring back shader-db traces

2017-03-26 Thread Christian Gmeiner
If shader-db run, create a standard variant immediately (as otherwise nothing will trigger the shader to be actually compiled). Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_shader.c | 9 + 1 file changed, 9 insertions(+) diff

[Mesa-dev] [PATCH 06/11] etnaviv: pass a preallocated variant to compiler

2017-03-26 Thread Christian Gmeiner
In the long run the compiler needs to know the specifc variant 'key' in order to compile appropriate assembly. With this commit the variant knows its shader and we are able pass the preallocated variant into etna_compile_shader(..). This saves us from passing extra ptrs everywhere. Signed-off-by:

[Mesa-dev] [PATCH 09/11] etnaviv: adopt shader-db output for variant support

2017-03-26 Thread Christian Gmeiner
Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_shader.c | 30 ++-- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.c

[Mesa-dev] [PATCH 10/11] etnaviv: add support for rb swap

2017-03-26 Thread Christian Gmeiner
If we render to rb swapped format we will create a shader variant doing the involved swizzing in the pixel shader. Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_compiler.c | 17 +

[Mesa-dev] [PATCH 02/11] etnaviv: s/etna_shader/etna_shader_variant

2017-03-26 Thread Christian Gmeiner
Prep work to add shader variant support. Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_compiler.c | 26 +++--- src/gallium/drivers/etnaviv/etnaviv_compiler.h | 10 -

[Mesa-dev] [PATCH 07/11] etnaviv: add etna_shader_key and generate variants if needed

2017-03-26 Thread Christian Gmeiner
Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_clear_blit.c | 4 +- src/gallium/drivers/etnaviv/etnaviv_compiler.c | 4 +- src/gallium/drivers/etnaviv/etnaviv_compiler.h | 2 + .../drivers/etnaviv/etnaviv_compiler_cmdline.c

[Mesa-dev] [PATCH 11/11] Revert "etnaviv: Cannot render to rb-swapped formats"

2017-03-26 Thread Christian Gmeiner
This reverts commit 658568941d5e232d690e1ffbcddbd6ea9685693a. With the help of shader variants we can render to rb-swapped formats now. Fixes about 60 piglits. Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_screen.c | 7 ++- 1 file

[Mesa-dev] [PATCH 03/11] etnaviv: add basic shader variant support

2017-03-26 Thread Christian Gmeiner
This commit adds some basic infrastructure to handle shader variants. We are still creating exactly one shader variant for each shader. Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_compiler.h | 3 ++

[Mesa-dev] [PATCH 01/11] etnaviv: remove not needed forward declarations

2017-03-26 Thread Christian Gmeiner
Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_shader.h | 2 -- 1 file changed, 2 deletions(-) diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.h b/src/gallium/drivers/etnaviv/etnaviv_shader.h index b309370..1dbd200 100644 ---

[Mesa-dev] [PATCH 04/11] etnaviv: add struct etna_shader_state

2017-03-26 Thread Christian Gmeiner
Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_clear_blit.c | 4 ++-- src/gallium/drivers/etnaviv/etnaviv_context.h| 9 + src/gallium/drivers/etnaviv/etnaviv_emit.c | 16

[Mesa-dev] [PATCH 05/11] etnaviv: make specs const

2017-03-26 Thread Christian Gmeiner
Signed-off-by: Christian Gmeiner --- src/gallium/drivers/etnaviv/etnaviv_shader.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.h b/src/gallium/drivers/etnaviv/etnaviv_shader.h index c613c17..9f26bef

[Mesa-dev] [PATCH 00/11] shader variants

2017-03-26 Thread Christian Gmeiner
This patch series adds support for shader variants to etnaviv. Followed by fixing rendering to rb swapped formats with the help of a shader variant to do the needed swizzing. A git branch containing all patches can be found here: https://github.com/austriancoder/mesa/commits/shader-variants

[Mesa-dev] [PATCH kmscube 3/3] meson build support (v2)

2017-03-26 Thread Rob Clark
Figured I should figure out what this meson stuff is all about. After a bit of hunting around to find examples to look at (and interruptions) it took maybe ~1hr to convert (for someone who never looked at meson before). The build speed is definitely faster even after Emil's auto- tools

[Mesa-dev] [PATCH libdrm 1/1] etnaviv: remove struct etna_specs

2017-03-26 Thread Christian Gmeiner
There is no need to cache spec values directly as library users will cache them anyway. Signed-off-by: Christian Gmeiner --- etnaviv/etnaviv_gpu.c | 72 -- etnaviv/etnaviv_priv.h | 22 ++- 2 files changed,

[Mesa-dev] [Bug 100303] Adding a single, meaningless if-else to a shader source leads to different image

2017-03-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=100303 --- Comment #6 from Timothy Arceri --- This fixes the piglit tests: https://patchwork.freedesktop.org/patch/146459/ However we need a more complex fix in order to handle return values. -- You are receiving this mail

[Mesa-dev] [PATCH] glsl: fix lower jumps for returns when loop is inside an if

2017-03-26 Thread Timothy Arceri
Previously we would just escape the loop and move everything following the loop inside the if to the else branch of a new if with a return flag conditional. However everything outside the if the loop was nested in would still get executed. Adding a new return to the then branch of the new if

Re: [Mesa-dev] [PATCH 3/3] glsl: Interface Block instances don't need linking validation

2017-03-26 Thread Timothy Arceri
Patches 2 & 3 are: Reviewed-by: Timothy Arceri ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Re: [Mesa-dev] [PATCH 1/3] glsl: on UBO/SSBOs link error, the number of active blocks remains 0

2017-03-26 Thread Timothy Arceri
Ok. So lets start again. :) How about changing the subject to: glsl: on UBO/SSBOs link error reset the number of active blocks to 0 On 23/02/17 19:55, Andres Gomez wrote: Commit f1293b2f9bc3 split apart buffer block arrays but introduced also the possibility of a recount of active blocks