On 05.04.2017 05:56, 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 del
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 time
On Mon, Mar 27, 2017 at 12:43 PM, Timothy Arceri
wrote:
>
>
> On 27/03/17 20:30, Grazvydas Ignotas wrote:
>>
>> On Mon, Mar 27, 2017 at 6:14 AM, 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 s
On 27/03/17 20:30, Grazvydas Ignotas wrote:
On Mon, Mar 27, 2017 at 6:14 AM, 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 wor
On Mon, Mar 27, 2017 at 6:14 AM, 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
There are a few piglit tests failing with this. Please ignore for now
I'll send a v2 out shortly
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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 del
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 linked program may be in the
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 time