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  1. BTW, there are Radeon shader code generation...

    BTW, there are Radeon shader code generation improvements being made in the LLVM backend all the time. Mesa mostly doesn't need any, because it would be redundant with what LLVM does.

    This...
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    The vertex and fragment shaders are always...

    The vertex and fragment shaders are always optimized, just the geometry shader isn't.

    The odds are that a pass-through geometry shader is simple enough that it doesn't need optimizing.
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    The driver supports but doesn't optimize geometry...

    The driver supports but doesn't optimize geometry shaders for R600 and R700.
    It supports and optimizes geometry shaders for all later GPUs though (Evergreen and Northern Islands).
  4. Unigine Heaven uses the tessellation extension...

    Unigine Heaven uses the tessellation extension without full GL4.
  5. Older cards don't support smooth primitives...

    Older cards don't support smooth primitives (except maybe points).

    Older cards support line stippling already and I think Dave Airlie posted a patch a long time ago that adds polygon stippling.
  6. Vulkan would have high overhead on Evergreen/NI...

    Vulkan would have high overhead on Evergreen/NI just like OpenGL has high overhead. I'm not absolutely sure about this, because I haven't read any non-public stuff about Vulkan, but given what has...
  7. It's not about hardware capabilities, it's about...

    It's not about hardware capabilities, it's about the design. In theory, Evergreen can be supported, but it wouldn't very efficient. Let's wait for the final specs.
  8. That's very unlikely. The architecture of...

    That's very unlikely. The architecture of Evergreen doesn't match Vulkan very well and Evergreen even lacks some features like shader draw parameters. It's fairly obvious from the released Evergreen...
  9. This tool seems to be based on Apitrace.

    This tool seems to be based on Apitrace.
  10. All Gallium drivers have had ETC2 support for 6...

    All Gallium drivers have had ETC2 support for 6 months:

    http://cgit.freedesktop.org/mesa/mesa/commit/?id=463b0ea1f6762b7e0536cfadc4e384840af3e8e0

    This is as much as radeon can support.

    Ilia...
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    The patches shouldn't improve performance, but...

    The patches shouldn't improve performance, but you made a good point. LLVM has a lot of performance improvements worth mentioning. Not only that, it has compiler support for Tonga (HD 285) and...
  12. I don't know. It's pretty low on my list.

    I don't know. It's pretty low on my list.
  13. TGSI is a shader representation that doesn't do...

    TGSI is a shader representation that doesn't do anything. Its main purpose is unify all IRs at a certain point in the compilation process, so that all Gallium drivers only have to accept one IR and...
  14. Right now radeonsi works like this: GLSL (IR)...

    Right now radeonsi works like this:

    GLSL (IR) -> TGSI -> LLVM -> native

    TGSI is always there.
  15. Radeonsi won't use NIR. We generally don't want...

    Radeonsi won't use NIR. We generally don't want to do any optimizations in Mesa, because the LLVM backend can do them better *and* has to do them all anyway because of how ugly the generated LLVM IR...
  16. BTW, Gallium Nine works very well on radeon. I...

    BTW, Gallium Nine works very well on radeon. I use patched xf86-video-ati, so I can use the DRI3-only version that is in Mesa master.

    Just a note for people who want to compile Mesa/Nine from...
  17. I don't see this on my Cape Verde, but I'm only...

    I don't see this on my Cape Verde, but I'm only using LLVM master.
  18. I don't think so. Async DMA is completely...

    I don't think so. Async DMA is completely separate from graphics and anything I have been doing.
  19. I hope some of the SI-related hangs will be fixed...

    I hope some of the SI-related hangs will be fixed by my new patch series that improves cache flushes.
  20. That's what I was expecting. Thanks.

    That's what I was expecting. Thanks.
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