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

2017-04-05 Thread Nicolai Hähnle
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

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

2017-04-04 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 time

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

2017-03-27 Thread Grazvydas Ignotas
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

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

2017-03-27 Thread Timothy Arceri
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

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

2017-03-27 Thread Grazvydas Ignotas
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

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

2017-03-26 Thread Timothy Arceri
There are a few piglit tests failing with this. Please ignore for now I'll send a v2 out shortly ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev

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 del

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 linked program may be in the

[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 time