[Mesa-dev] [PATCH 00/15] GLSL memory allocation rework for faster compilation
maraeo at gmail.com
Thu Oct 20 18:24:12 UTC 2016
On Thu, Oct 20, 2016 at 6:31 PM, Tapani Pälli <tapani.palli at intel.com> wrote:
> On 10/20/2016 06:55 PM, Marek Olšák wrote:
>> On Mon, Oct 17, 2016 at 9:03 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>> The latest branch:
>>> It contains:
>>> - all review comments resolved
>>> - commits from Tapani's jenkins branch (fixes for glsl, nir, i965)
>>> My updated patches are also on the list if you wanna review them.
>> Since there are no other comments, it looks like it's ready to land.
>> i965 and Gallium were tested by Tapani and me, respectively. The
>> branch contains all fixes first, followed by the allocation changes.
> I haven't had time for further testing but it would make sense to try also
> with some benchmarks and steam games on i965. JP recalled there was
> something that got triggered by Manhattan earlier with his patches. I'll try
> to get this testing done tomorrow.
I suggest you put shaders from Manhattan into your shader-db, so that
you don't have to run the game under valgrind. Also in future, it's
better to use shader-db instead of running games for stuff like this.
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