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
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
>>>
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
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 +++
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
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
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
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.