1. 12 Aug, 2021 1 commit
  2. 23 Jun, 2021 1 commit
  3. 11 Mar, 2021 2 commits
  4. 23 Feb, 2021 1 commit
  5. 19 Jan, 2021 1 commit
  6. 18 Jan, 2021 3 commits
  7. 02 Dec, 2020 1 commit
    • Erico Nunes's avatar
      report.py: fix crash on get_sched_mode · d0167a28
      Erico Nunes authored
      Current shader-db master report.py reports this for non-intel drivers:
      
      Traceback (most recent call last):
        File "./report.py", line 384, in <module>
          main()
        File "./report.py", line 243, in main
          get_sched_mode(before[p], after[p]))
        File "./report.py", line 114, in get_sched_mode
          p = " (scheduled: " + b["scheduled"]
      KeyError: 'scheduled'
      
      Add a check so it avoids accessing the 'scheduled' key when it isn't
      valid.
      
      Fixes: 95e35b36
      
       report.py: Handle scheduler mode changes
      Signed-off-by: Erico Nunes's avatarErico Nunes <nunes.erico@gmail.com>
      Reviewed-by: default avatarIan Romanick <ian.d.romanick@intel.com>
      d0167a28
  8. 10 Aug, 2020 1 commit
  9. 01 Aug, 2020 3 commits
  10. 23 Jul, 2020 1 commit
  11. 07 Jul, 2020 1 commit
  12. 15 May, 2020 1 commit
    • Ian Romanick's avatar
      shaders: Import shaders from pts/paraview-1.0.3 · 0c76a1c3
      Ian Romanick authored
      In addition to removing duplicate shaders from each application, shaders
      that were the same across applications were removed.  All of the shaders
      from the Wavelet Contour test were the same as the shaders from the Many
      Spheres test.
      
      I also removed trivial shaders.  Each test had several shaders where the
      vertex shader was just 'gl_Position = mvp * gl_Vertex' and a fragment
      shader that copied inputs to outputs (possibly with a conditional
      discard).  These kinds of shaders are already well represented in
      shader-db, IMHO.
      0c76a1c3
  13. 30 Apr, 2020 7 commits
  14. 23 Apr, 2020 4 commits
  15. 22 Apr, 2020 2 commits
  16. 21 Apr, 2020 2 commits
  17. 17 Apr, 2020 3 commits
  18. 09 Apr, 2020 2 commits
  19. 06 Apr, 2020 1 commit
  20. 03 Apr, 2020 1 commit
    • Jason Ekstrand's avatar
      Improve fossilize.sh · 3ecfd73b
      Jason Ekstrand authored
      This commit adds a FOSSILIZE_BUILD_PATH variable which is a bit more
      user-friendly than setting VK_LAYER_PATH manually because it's not as
      obvious as one would like how to use that environment variable.  It also
      appends $(basename $0) to the dump path so we get a nicely named .foz
      file.  Finally, we stop adding unneeded directories.
      3ecfd73b
  21. 29 Mar, 2020 1 commit
    • Jason Ekstrand's avatar
      Name shaders foz/hash/ExecutableName · 15b7a6d6
      Jason Ekstrand authored
      
      
      We're currently only considering one shader per foz file because we
      stick stuff in the hash based on the name for which we were only using
      the name of the .foz file which meant we only considered a single shader
      and it wasn't even guaranteed to be the same shader from both files.
      To fix these issues, we instead use .foz/hash/ExecutableName as the name
      so we get a complete name for the shader.  This should also let us more
      easily identify the shaders in the output.
      Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
      15b7a6d6