Hi Mesa-Devel,
Today we're happy to announce that we're making the LunarG driver
testing system available to the Mesa development community. We've been
using this system internally for quite some time, but we've recently
done some more work so the results could also be publicly available for
the
On 08/22/2017 02:40 AM, Michel Dänzer wrote:
On 22/08/17 06:31 PM, Timothy Arceri wrote:
On 22/08/17 18:02, Michel Dänzer wrote:
On 22/08/17 10:02 AM, Pierre-Loup A. Griffais wrote:
On 08/18/2017 04:02 AM, Nicolai Hähnle wrote:
On 15.08.2017 01:26, Timothy Arceri wrote:
This will be used
On 08/18/2017 04:02 AM, Nicolai Hähnle wrote:
On 15.08.2017 01:26, Timothy Arceri wrote:
This will be used to store more information about the cache item
in it's header. This information is intended for 3rd party and
cache analysis use but can also be used for detecting the unlikely
scenario o
I'm a bit nervous about whitelisting games without checking frametime
variance. From experience with certain game patterns, threading can
introduce stuttering in certain apps and cause the general experience to
feel worse even though the general throughput appears to go up, as
reported by bench
They gave us access to a build with the fix and I believe Dave confirmed
the fix was looking good by running it against a mainline build of radv.
I can't comment on what their planned timeline is for releasing it or
whether it's going to be released for sure, but it seems that title is
going to
On 02/11/2017 08:47 AM, Andre Heider wrote:
On 02/11/2017 03:44 AM, Pierre-Loup A. Griffais wrote:
On 02/10/2017 04:01 AM, Nicolai Hähnle wrote:
On 10.02.2017 12:46, Timothy Arceri wrote:
On 10/02/17 21:35, Nicolai Hähnle wrote:
The people who want to distribute precompiled binaries will
On 02/10/2017 04:01 AM, Nicolai Hähnle wrote:
On 10.02.2017 12:46, Timothy Arceri wrote:
On 10/02/17 21:35, Nicolai Hähnle wrote:
On 08.02.2017 23:31, Eric Anholt wrote:
Bas Nieuwenhuizen writes:
On Wed, Feb 8, 2017, at 11:25, Matt Turner wrote:
On Wed, Feb 8, 2017 at 12:31 AM, Timothy
wrote:
Reviewed-by: Jason Ekstrand mailto:ja...@jlekstrand.net>>
I'll let Dave or Bas push though. :-)
On Fri, Jan 6, 2017 at 12:57 PM, Pierre-Loup A. Griffais
mailto:pgriff...@valvesoftware.com>>
wrote:
Interpreting layerCount literally would try to cre
On 12/07/2016 06:13 PM, Michel Dänzer wrote:
On 08/12/16 09:59 AM, Rob Clark wrote:
+author again.. no idea why list keeps loosing extra cc's..
Mailman removes addresses from Cc which are subscribed to the list and
have "Avoid duplicate copies of messages?" enabled in the list
Subscription O
On 03/12/2015 08:20 PM, Michel Dänzer wrote:
On 13.03.2015 03:07, Pierre-Loup A. Griffais wrote:
On 03/11/2015 09:40 AM, Ian Romanick wrote:
On 03/11/2015 09:31 AM, Tobias Klausmann wrote:
The problem in not forcing this to link statically is, that if a
distribution decides to not use this
On 03/11/2015 09:40 AM, Ian Romanick wrote:
On 03/11/2015 09:31 AM, Tobias Klausmann wrote:
The problem in not forcing this to link statically is, that if a
distribution decides to not use this static option, the problem persists
on that distribution. On top every lib pulled in by steam from the
This series adds a thread pool to the GLSL compiler, and a drirc option to
defer glCompileShader calls to the pool. The goal is to reduce the start-up
time of applications that are aware of this feature. That is, applications
that compile shaders first and check the compile status later.
I do n
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