Re: [Mesa-dev] [PATCH 0/8] More state optimizations for st/mesa

2016-08-10 Thread Marek Olšák
On Tue, Aug 9, 2016 at 12:58 PM, Nicolai Hähnle wrote: > I sent comments on patches 4 & 6. Apart from that, the series is > > Reviewed-by: Nicolai Hähnle > > On 07.08.2016 03:12, Marek Olšák wrote: >> >> PS: In order to make reviewing easier, all my patches have 10 lines >> of contexts instead of

Re: [Mesa-dev] [PATCH 0/8] More state optimizations for st/mesa

2016-08-09 Thread Nicolai Hähnle
I sent comments on patches 4 & 6. Apart from that, the series is Reviewed-by: Nicolai Hähnle On 07.08.2016 03:12, Marek Olšák wrote: PS: In order to make reviewing easier, all my patches have 10 lines of contexts instead of 3. That will be the default for all my work from now on. I like that

[Mesa-dev] [PATCH 0/8] More state optimizations for st/mesa

2016-08-07 Thread Edmondo Tommasina
Hi Marek This series of patches is Tested-by: Edmondo Tommasina Tested following programs on AMD CYPRESS (HD 5850) - The Talos Principle - OpenMW - Uningine Heaven - Two Worlds - Dota 2 No issues and no regressions found. Thanks edmondo ___ mesa-dev

[Mesa-dev] [PATCH 0/8] More state optimizations for st/mesa

2016-08-06 Thread Marek Olšák
Hi, When binding a new shader, st/mesa marks at least 7 states as dirty per shader stage, but usually we just need shader constants and maybe fragment shader textures. Processing states for UBOs, SSBOs, atomics, and images is usually a waste of time. This series resolved that issue as well as oth