[Mesa-dev] Discussion: C++11 std::future in Mesa

2016-05-27 Thread
Hello. http://en.cppreference.com/w/cpp/thread/future http://en.cppreference.com/w/cpp/thread/async Assumption: Shader compilation will need run on separate thread(s). >From a certain perspective, one of the easy ways of removing Mesa shader compilation from the "main" thread would be to use std

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-05-27 Thread Jason Ekstrand
On Fri, May 27, 2016 at 11:49 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > Hello. > > http://en.cppreference.com/w/cpp/thread/future > http://en.cppreference.com/w/cpp/thread/async > > Assumption: Shader compilation will need run on separate thread(s). > > From a certain perspective, one of the easy

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-05-27 Thread Emil Velikov
On 27 May 2016 at 21:11, Jason Ekstrand wrote: > On Fri, May 27, 2016 at 11:49 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > >> Hello. >> >> http://en.cppreference.com/w/cpp/thread/future >> http://en.cppreference.com/w/cpp/thread/async >> >> Assumption: Shader compilation will need run on separate t

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-05-31 Thread Francisco Jerez
⚛ <0xe2.0x9a.0...@gmail.com> writes: > Hello. > > http://en.cppreference.com/w/cpp/thread/future > http://en.cppreference.com/w/cpp/thread/async > > Assumption: Shader compilation will need run on separate thread(s). > > From a certain perspective, one of the easy ways of removing Mesa shader > co

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Marek Olšák
On Fri, May 27, 2016 at 8:49 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > Hello. > > http://en.cppreference.com/w/cpp/thread/future > http://en.cppreference.com/w/cpp/thread/async > > Assumption: Shader compilation will need run on separate thread(s). > > From a certain perspective, one of the easy wa

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread
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 something? As far as my memory goes, I have never posted the sentence "I'll let you figure it out by yourself" to the

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák wrote: > On Fri, May 27, 2016 at 8:49 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: >> Hello. >> >> http://en.cppreference.com/w/cpp/thread/future >> http://en.cppreference.com/w/cpp/thread/async >> >> Assumption: Shader compilation will need run on separate t

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Marek Olšák
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 something? > > As far as my memory goes, I

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Erik Faye-Lund
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 something? The problem has been described

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Brian Paul
On 06/01/2016 07:02 AM, ⚛ 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 something? As far as my memory goes, I have never posted the sentence "I'll let you

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Markus Wick
Am 2016-06-01 15:53, schrieb Marek Olšák: On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: Shader compilation at game loading time is never a problem, so we can ignore that. I have to disagree here. For the dolphin emulator, we proposed a GLSL shader cache (because of mesa..

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Eero Tamminen
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

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Jason Ekstrand
On Jun 1, 2016 7:43 AM, "Eero Tamminen" wrote: > > 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. >>> >>> >>> W

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Marek Olšák
On Wed, Jun 1, 2016 at 4:58 PM, Eero Tamminen wrote: > 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. >>> >>>

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread
On Wed, Jun 1, 2016 at 3:50 PM, 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

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Eero Tamminen
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 requirements for startup times,

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread
On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák wrote: > Because of external factors you can't predict, your driver suddenly > receives a bunch of shaders that take 2000 ms to compile right before > a draw call. Your budget is 16 ms per frame to get 30 fps, but you > can't render the frame if you don'

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread
On Wed, Jun 1, 2016 at 4:06 PM, Brian Paul wrote: > I think the issue here is someone comes along with no history in the project > and asserts that he has a great solution for a problem Asynchronous computation is an essential part of the solution to the problem (problem == faster compiler respon

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Emil Velikov
On 1 June 2016 at 17:34, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > On Wed, Jun 1, 2016 at 4:06 PM, Brian Paul wrote: >> I think the issue here is someone comes along with no history in the project >> and asserts that he has a great solution for a problem > > Asynchronous computation is an essential pa

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Marek Olšák
On Wed, Jun 1, 2016 at 6:06 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák wrote: >> Because of external factors you can't predict, your driver suddenly >> receives a bunch of shaders that take 2000 ms to compile right before >> a draw call. Your budget is 16

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Patrick Baggett
> > > No. Shader compilation can only be asynchronous if it's far enough > from a draw call and the app doesn't query its status. If it's next to > a draw call, multithreading is useless. Completely useless. > I don't know a lot about the shader compilation/linking process, so I'm just asking this

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Marek Olšák
On Wed, Jun 1, 2016 at 7:40 PM, Patrick Baggett wrote: >> >> >> No. Shader compilation can only be asynchronous if it's far enough >> from a draw call and the app doesn't query its status. If it's next to >> a draw call, multithreading is useless. Completely useless. >> I take my statement back.

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-01 Thread Matt Turner
On Wed, Jun 1, 2016 at 8:51 AM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > On Wed, Jun 1, 2016 at 3:50 PM, 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. >>

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-06 Thread
On Wed, Jun 1, 2016 at 7:07 PM, Marek Olšák wrote: > On Wed, Jun 1, 2016 at 6:06 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: >> On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák wrote: >>> Because of external factors you can't predict, your driver suddenly >>> receives a bunch of shaders that take 2000 ms

Re: [Mesa-dev] Discussion: C++11 std::future in Mesa

2016-06-06 Thread
On Mon, Jun 6, 2016 at 12:40 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: > I apologize for the confusion. I won't happen again. Typo: "I won't ..." -> "It won't ..." ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailm