1. 02 Jul, 2020 2 commits
  2. 30 Jun, 2020 1 commit
    • Dave Airlie's avatar
      draw/llvm: fix big-endian mask adjusting · 2bf2e6c8
      Dave Airlie authored
      This code was broken, but it worked by accident, as the
      pad and the edgeflag were reversed, however when Roland
      removed the cliptest field back in 2015, he stopped copying
      the pad which actually stopped copy the edgeflag.
      
      Fix the function to actually copy the edgeflag.
      
      Fixes: 1b22815a ("draw: don't pretend have_clipdist is per-vertex")
      Reviewed-by: default avatarRoland Scheidegger <sroland@vmware.com>
      Part-of: <!5679>
      2bf2e6c8
  3. 11 Jun, 2020 1 commit
  4. 10 Jun, 2020 4 commits
  5. 06 May, 2020 2 commits
  6. 27 Apr, 2020 1 commit
  7. 28 Feb, 2020 3 commits
  8. 07 Feb, 2020 4 commits
  9. 12 Dec, 2019 3 commits
  10. 28 Nov, 2019 2 commits
  11. 05 Nov, 2019 2 commits
  12. 29 Oct, 2019 1 commit
  13. 14 Oct, 2019 1 commit
  14. 27 Aug, 2019 3 commits
  15. 25 Jul, 2019 1 commit
  16. 23 Jul, 2019 1 commit
  17. 19 Jul, 2019 1 commit
  18. 07 Jul, 2019 3 commits
  19. 01 Feb, 2018 1 commit
  20. 09 Sep, 2017 1 commit
    • Roland Scheidegger's avatar
      llvmpipe, draw: improve shader cache debugging · 57a341b0
      Roland Scheidegger authored
      With GALLIVM_DEBUG=perf set, output the relevant stats for shader cache usage
      whenever we have to evict shader variants.
      Also add some output when shaders are deleted (but not with the perf setting
      to keep this one less noisy).
      While here, also don't delete that many shaders when we have to evict. For fs,
      there's potentially some cost if we have to evict due to the required flush,
      however certainly shader recompiles have a high cost too so I don't think
      evicting one quarter of the cache size makes sense (and, if we're evicting
      based on IR count, we probably typically evict only very few or just one
      shader too). For vs, I'm not sure it even makes sense to evict more than
      one shader at a time, but keep the logic the same for now.
      Reviewed-by: Jose Fonseca's avatarJose Fonseca <jfonseca@vmware.com>
      Reviewed-by: Brian Paul's avatarBrian Paul <brianp@vmware.com>
      57a341b0
  21. 10 May, 2017 1 commit
  22. 16 Mar, 2017 1 commit