Originally posted by Ericg
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AMD Open-Sources "Addrlib" From Catalyst
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Originally posted by ermo View PostHonest question: Is this you suggesting that AMD releasing this particular piece of code under a FLOSS license is definitely a Good Thing? which will benefit you and your fellow radeon FLOSS developers now and especially in the future?
Do you already have a good idea of a few specific cases where this might help you guys in particular?
As far as whether or not its worth it... Merge it to a branch, hook up radeonsi & r600g to use it, compile, benchmark vs non-merged master, and see if it boosts performance at all by being smarter about the allocations. You could alternatively just benchmark the 285 vs whatever-the-highest-card-that-radeonsi-supports but there the hardware differences might hide any gain or loss relative to eachother.
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Originally posted by agd5f View PostIt means not having to write and maintain code to deal with all of the alignment requirements directly. As an added bonus, the code is validated on other platforms as well so there is less chance for errors in alignment that can lead to GPU segfaults or hangs.
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Originally posted by ermo View PostHonest question: Is this you suggesting that AMD releasing this particular piece of code under a FLOSS license is definitely a Good Thing? which will benefit you and your fellow radeon FLOSS developers now and especially in the future?
Do you already have a good idea of a few specific cases where this might help you guys in particular?
Leave a comment:
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Originally posted by agd5f View PostIt's a centralized place to deal with alignment requirements for various buffers on the GPU (textures, render buffers, depth buffers, metadata buffers, etc.). These requirements can get really complex and have a number of corner cases that are hard to handle properly.
Do you already have a good idea of a few specific cases where this might help you guys in particular?
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It's a centralized place to deal with alignment requirements for various buffers on the GPU (textures, render buffers, depth buffers, metadata buffers, etc.). These requirements can get really complex and have a number of corner cases that are hard to handle properly.
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Originally posted by ultimA View PostForgive my naive and uneducated question, as mesa and 3d graphics driver development is a completely untouched territory for me. I am a developer though, and I was wondering what in a "texture addressing and alignment calculator" needs 22k+ codelines?
Fuck C code.
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Previous open source function for the same purpose: maybe hundred lines
Opened source from Catalyst blob: 22k lines in horrible style
*cough*
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Why didn't they open source this years ago?
Either way, I am glad AMD hired Marek Ol??k, he is a boss!
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