TFW Long Game Loads
Do As I Say, Not As Zink Does
Today, a brief post and lamentation.
Enhance Your Pipe!
Where We At
A New Post
A Losing Battle
Quickly: ES 3.2
If you’re on Intel…
All In A Day’s Work
I posted yesterday in brief about zink on nvidia blob, But what actually was necessary to get this working?
What Is Even Happening Anymore
Thanks once again to my generous sponsors at Valve, as well as a patch from a GLX guru with the very accurate commit log “I hate everything.”, I put in a little time today and came up with this:
Return of the Blog
A Quintessential Metric
A Different Strategy
Some People Will Appreciate This
A Different Sort Of Optimization
A New Sync
The Name Of The Game
This is the journey of how zink-wip went from 0 fps in RPCS3 to a bit more than that. Quite a bit more, in fact, if you’re using RADV.
In Many Forms
New Week, New Idea
I keep saying this, but I feel like I’m progressively getting further away from the original goal of this blog, which was to talk about actual code that I’m writing and not just create great graphics memes. So today it’s once again a return to the roots and the code that I had intended to talk about yesterday.
Alright, But Now I’m Really Back
I’ve Been Here For…
Another Brief Review
A Brief Review
This Is The End
Never Seen Before
Busy, Busy, Busy
Jumping Right In
Descriptors Once More
I Skipped Bucket Day
But No, I’m Not
Adventures In Blending
Long, Long Day
Just For Fun
The Optimizations Continue
Optimizing transfer_map is one of the first issues I created, and it’s definitely one of the most important, at least as it pertains to unit tests. So many unit tests perform reads on buffers that it’s crucial to ensure no unnecessary flushing or stalling is happening here.
A Quick Optimization
Benchmarking vs Testing
At Last, Geometry Shaders
A Different Friday
Extensions Extensions Extensions
The Tessellating Commences
After Some Time
Yet Another XFB Post
XFB: The Re-Return of the Sequel I Didn’t Want
One thing that’s everywhere in mesa (at least outside of mesa core) is
enum pipe_format. This enum is used to describe image formats. The general way that it works is that there’s a hook in
/** * Check if the given pipe_format is supported as a texture or * drawing surface. * \param bindings bitmask of PIPE_BIND_* */ bool (*is_format_supported)( struct pipe_screen *, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, unsigned storage_sample_count, unsigned bindings );
Each gallium driver implements this hook, and then gallium queries the driver before creating a resource using a given format and then also before using a created resource in various ways.
I’m back, and today’s topic is testing.
The Hidden Dangers of State Tracking
How Do Mesa Versions Work?
Today I’m going to briefly go over a big-ish API change that’s taking place as a result of a MR from Jason Ekstrand.
A Slow Day
Last of the Vertex Processors
A quick break
I’ve been blogging pretty in-depth about Zink and related code for a while, so let’s do a quick roundup with some future blog post spoilers.
Something more recent
Extensions Extensions Extensions
It’s time to finish up UBO support in this long form patch review blog series. Here’s where the current progress has left things:
No time to waste
A quick word
Finally, An Introduction
A new problem
Testing Testing Testing
The overflow problem
To start with
Short post today
The next problem
Yesterday I covered the problems related to handling
gl_PointSize during the
SPIR-V conversion. But there were still more problems to overcome.
There’s always more tests
What are extensions?
Queries: What are they?
xfb blog series has gone on for a while now, and it’d be great if it ended soon. Unfortunately, there’s a lot of corner cases which are being found by piglit, and the work and fixing continue.
Stream output is another name for
xfb closer to the driver level. Inside mesa (and gallium), we’ll commonly see different types related to
struct pipe_stream_output_* which provide info about how the
xfb info is output to its corresponding buffers.
After getting the extensions and features enabled so things would run (more on this in a future post), I dove into the deep end of
ntv because I was getting some crazy
But really, what is it?
After years of using one blog, then using a number of different blogs, then not blogging at all, I’m now blogging once more. Currently, the plan is to focus on mesa code that I’m working on, specifically (at least for now) zink code.