1. 19 May, 2019 2 commits
    • Alyssa Rosenzweig's avatar
      panfrost/decode: Disassemble Bifrost shaders · 50382df7
      Alyssa Rosenzweig authored
      We already have the Bifrost disassembler in-tree, so now that panwrap is
      able to dump Bifrost command streams, hook up the disassembler to
      Signed-off-by: Alyssa Rosenzweig's avatarAlyssa Rosenzweig <alyssa@rosenzweig.io>
      Reviewed-by: Ryan Houdek's avatarRyan Houdek <Sonicadvance1@gmail.com>
    • Bas Nieuwenhuizen's avatar
      vulkan/wsi: Set X11 minImageCount to 3. · 4689e98f
      Bas Nieuwenhuizen authored
      For IMMEDIATE and FIFO, most games work in a pipelined manner where the
      can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
      the render latency is CPU duration + GPU duration.
      This means that with scanout from pageflipping we need 3 frames to run
      full speed:
      1) CPU rendering work
      2) GPU rendering work
      3) scanout
      Once we have a nonblocking acquire that returns a semaphore we can merge
      1 and 3. Hence the ideal implementation needs only 2 images, but games
      cannot tellwe currently do not have an ideal implementation and that
      hence they need to allocate 3 images. So let us do it for them.
      This is a tradeoff as it uses more memory than needed for non-fullscreen
      and non-performance intensive applications.
      Since this is pretty much a TODO that can use the context I added this as
      a comment.
      Acked-by: Jason Ekstrand's avatarJason Ekstrand <jason@jlekstrand.net>
      Acked-by: Samuel Pitoiset's avatarSamuel Pitoiset <samuel.pitoiset@gmail.com>
  2. 18 May, 2019 1 commit
  3. 17 May, 2019 19 commits
  4. 16 May, 2019 18 commits