Age | Commit message (Collapse) | Author |
|
The windbg connection seems synchronous, so this speeds up when printing
little text at a time (e.g., tgsi output).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
We often want to use a pool of equally sized buffers, so this makes the
slab suballocator a drop-in replacement.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Allow concurrent reads from buffers by the CPU/GPU, but serialize
all writes.
|
|
|
|
|
|
|
|
|
|
|
|
of the vertices and not always have to use the maximum vertex
allocation size for them
|
|
to do it
|
|
|
|
|
|
|
|
|
|
|
|
May not always happen due to passthrough modes, etc.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Not tested yet -- just compiles.
This includes only the slab algorithm. Fencing is already
implemented in pb_bufmgr_fence and time-based caching will be commited in a
separate module shortly.
|
|
|
|
|
|
|
|
The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
It may get stale bits otherwise.
|
|
Cherry-picked from master.
|
|
|