Re: [Mesa-dev] [PATCH] Fix Android 5.1 build and runtime issues

2015-07-28 Thread Bish, Jim
On 07/28/2015 02:38 PM, Chad Versace wrote: > On Tue 28 Jul 2015, Emil Velikov wrote: >> Hello Jim, >> >> On 28 July 2015 at 02:57, Bish, Jim wrote: >>> From: Jim Bish >>> >> Would you mind splitting this into separate patches ? Adding a few

Re: [Mesa-dev] [PATCH] Fix Android 5.1 build and runtime issues

2015-07-28 Thread Bish, Jim
On 07/28/2015 10:05 AM, Emil Velikov wrote: > On 28/07/15 17:54, Bish, Jim wrote: >> >> >> On 07/28/2015 06:11 AM, Emil Velikov wrote: >>> Hello Jim, >>> >>> On 28 July 2015 at 02:57, Bish, Jim wrote: >>>> From: Jim Bish >>>

Re: [Mesa-dev] [PATCH] Fix Android 5.1 build and runtime issues

2015-07-28 Thread Bish, Jim
On 07/28/2015 06:11 AM, Emil Velikov wrote: > Hello Jim, > > On 28 July 2015 at 02:57, Bish, Jim wrote: >> From: Jim Bish >> > Would you mind splitting this into separate patches ? Adding a few > words in the commit log(s) would be highly preferable. sure. though

[Mesa-dev] [PATCH] Fix Android 5.1 build and runtime issues

2015-07-27 Thread Bish, Jim
From: Jim Bish --- Android.common.mk | 10 ++ Android.mk | 3 +++ src/mesa/Android.libmesa_dricore.mk | 2 +- src/mesa/drivers/dri/i965/intel_fbo.c | 6 +- src/mesa/drivers/dri/i965/intel_tex_image.c | 4 +++

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Bish, Jim
On 06/05/2015 01:12 PM, Matt Turner wrote: > On Fri, Jun 5, 2015 at 10:29 AM, Bish, Jim wrote: >> On 06/04/2015 04:35 PM, Ben Widawsky wrote: >>> On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: >>>> I ran the patch through our Jenkins CI system and w

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Bish, Jim
On 06/03/2015 05:29 PM, Kenneth Graunke wrote: > On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: >> For BDW and newer hardware, vertex shaders can be dispatched >> using simd8 scalars, but when spills occur performance will >> be impacted. >> >> Fixes

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Bish, Jim
On 06/04/2015 04:35 PM, Ben Widawsky wrote: > On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: >> On Wed, Jun 3, 2015 at 5:29 PM, Kenneth Graunke >> wrote: >>> On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: >>>> For BDW and newer hardwa

[Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-03 Thread Bish, Jim
For BDW and newer hardware, vertex shaders can be dispatched using simd8 scalars, but when spills occur performance will be impacted. Fixes spec@glsl-1.10@execution@varying-packing@simple by falling back to vec4x2 dispatch. There is another issue with simd8 dispatch which will be addressed later.