On Thu, 2014-11-20 at 18:46 +0200, Eero Tamminen wrote:
Hi,
Honestly, I think I'm okay with our usual metrics like:
- Increased FPS in a game or benchmark
- Reduced number of instructions or memory accesses in
a shader program
- Reduced memory consumption
- Significant
Hi,
Honestly, I think I'm okay with our usual metrics like:
- Increased FPS in a game or benchmark
- Reduced number of instructions or memory accesses in
a shader program
- Reduced memory consumption
- Significant cycle reduction in callgrind or better generated code
(ideally if it's
I know that this might sound troublesome but since there is no
benchmarks done by reviewers before pushing the performance optimization
oriented patches into master branch, I think it's as important as piglit
tests and necessary to ask the patch provider for simple OpenGL micro
benchmarks
On Friday, November 07, 2014 12:01:20 PM Siavash Eliasi wrote:
I know that this might sound troublesome but since there is no
benchmarks done by reviewers before pushing the performance optimization
oriented patches into master branch, I think it's as important as piglit
tests and necessary
On Fri, Nov 7, 2014 at 12:31 AM, Siavash Eliasi siavashser...@gmail.com wrote:
Being more strict about pushing and quality assurance of these kind of
patches will save hours of bisecting and hair-pulling to find the root cause
of performance degrades.
You say this as if it has happened...?
Sounds okay to me, thanks!
Best regards,
Siavash Eliasi.
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On 11/07/2014 10:56 PM, Matt Turner wrote:
On Fri, Nov 7, 2014 at 12:31 AM, Siavash Eliasi siavashser...@gmail.com wrote:
Being more strict about pushing and quality assurance of these kind of
patches will save hours of bisecting and hair-pulling to find the root cause
of performance degrades.