Originally posted by Espionage724
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Running The RadeonSI NIR Back-End With Mesa 19.1 Git
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Guest repliedDoes anyone experience longer shader compile times with NIR? I'm not entirely sure if that's the right description for the problem.
With RuneScape's NXT (C++) client, if I use NIR, new shaders that need cached pause the rendering noticeably longer (like 3-7 second pauses initially without a cache when teleporting to a new area) than without NIR. But it seems once the shaders are cached, there's no problem. It does this on LLVM 7.0 and Mesa 18.1.3 (or something in the 18 series on Fedora 29), and a git build of Mesa 19 and LLVM 9.0 (che-mesa and che-llvm on F29)
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Originally posted by Strunkenbold View PostCan confirm. Those sdma patches immediately freeze the whole system. Even if it's just the desktop.
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Can confirm. Those sdma patches immediately freeze the whole system. Even if it's just the desktop.
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Originally posted by nuetzel View Post
Note:
It was tested with Vega, here.
I see one little triangle corruption under UH with Polaris 20 (RX580). - Marek know that.
The above corruption is FIXED with current Mesa git.
(Have to bisect for the right commit.)
Marek's latest SDMA patches.
BUT sadly reliable _whole_ system hang under UH and UV with my Polaris 20 (Nitro+) => VM faults (I've to dig.)
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Originally posted by Marc Driftmeyer View Post
And yet no one cares in the Windows world as games use DirectX and not OpenGL.
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Originally posted by theriddick View Post
Well No Mans Sky somehow runs decent under windows and OpenGL, so I dunno.
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Congratulations to the devs, it's not finished and yet already faster!
It'd be awesome if the min could also be higher than with TGSI of course.
Is the support of OGL 4.5 complete with NIR already?
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