Displaying 13 results from an estimated 13 matches for "pbos".
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2012 Oct 18
0
[LLVMdev] problem with my LLVM pass
...M pass for my thesis to a .so file separately from the
tree, and run it using opt -load my_pass.so -my_pass file.bc
I don't claim that this is how it's supposed to be done, but it's
working for me, so it's at least possible. I'm still learning a lot
here. :)
https://github.com/pbos/spinn/blob/master/Makefile
The 'llvm-spinn.so' rule builds my pass, and an example of how the pass
is then used (opt -load) is under 'plug-test'.
- Peter
> thanks,
> Jun
>
> >
> > Ciao, Duncan.
> _______________________________________________
> LLVM D...
2017 Feb 08
2
OpenGL context switching with Noveau
...ws using OpenGL textures.
So, to begin with, I have a process that spans child processes (*not*
threads, i.e. using the fork system call)
Each one of these (multi)processes has a video decoder that produces
bitmaps at 25 fps rate. I am dumping the bitmaps to openGL using pixel
buffer objects (PBOs) and textures.
Each time when uploading a PBO and later on, when showing the texture,
each (multi)process needs to change to its own context by performing the
GLX call
glXMakeCurrent(display_id, window_id, context_id)
So there is quite a bit of context switching going on..! If there are
30 w...
2012 Oct 18
4
[LLVMdev] problem with my LLVM pass
On Thu, Oct 18, 2012 at 5:42 PM, Duncan Sands <baldrick at free.fr> wrote:
> Hi Jun,
>
>
>>> don't use cmake?
>>>
>>
>> you mean i should not use cmake? what is wrong here?
>
>
> LLVM cmake support is missing all kinds of features compared to
> configure+make
> (search for cmake bug reports in bugzilla to find these). Your issue is
2017 Feb 08
1
OpenGL context switching with Noveau
...ith, I have a process that spans child processes (*not*
>> threads, i.e. using the fork system call)
>>
>> Each one of these (multi)processes has a video decoder that produces bitmaps
>> at 25 fps rate. I am dumping the bitmaps to openGL using pixel buffer
>> objects (PBOs) and textures.
>>
>> Each time when uploading a PBO and later on, when showing the texture, each
>> (multi)process needs to change to its own context by performing the GLX call
>>
>> glXMakeCurrent(display_id, window_id, context_id)
>>
>> So there is quite...
2017 Feb 08
0
OpenGL context switching with Noveau
...> So, to begin with, I have a process that spans child processes (*not*
> threads, i.e. using the fork system call)
>
> Each one of these (multi)processes has a video decoder that produces bitmaps
> at 25 fps rate. I am dumping the bitmaps to openGL using pixel buffer
> objects (PBOs) and textures.
>
> Each time when uploading a PBO and later on, when showing the texture, each
> (multi)process needs to change to its own context by performing the GLX call
>
> glXMakeCurrent(display_id, window_id, context_id)
>
> So there is quite a bit of context switching g...
2009 Jun 07
2
Purpose of DIB Engine?
Hello again.
Today I got following question:
What is the purpose of DIB Engine? Is it to speed up DirectDraw apps, or is
it to add missing functionality for DirectDraw ?emulation?? I'm asking this
because I recently tested few DDraw apps (Fallout2 and Happyland Adventures)
with DIB enabled and... well for HA there was now significant speed
difference, and Fallout2 slowed down even more :( .
2012 Sep 26
0
[LLVMdev] Modifying address-sanitizer to prevent threads from sharing memory
...is a 64-bit bitmask of threads (plugin classes) that could touch this
memory).
I wouldn't try to modify the existing AddressSanitizer.cpp, but would write
a new pass for your thesis.
If you need help with the asan code -- just ask.
--kcc
On Wed, Sep 26, 2012 at 2:56 PM, Peter Boström <pbos at kth.se> wrote:
> Hi llvm-dev!
>
> I'm writing my master's thesis on sandboxing/isolation of plugins
> running in a multithreaded environment. These plugins run in a real-time
> environment where the cost of IPC/context switching and being at the
> scheduler's me...
2012 Sep 26
1
[LLVMdev] Modifying address-sanitizer to prevent threads from sharing memory
Hi llvm-dev!
I'm writing my master's thesis on sandboxing/isolation of plugins
running in a multithreaded environment. These plugins run in a real-time
environment where the cost of IPC/context switching and being at the
scheduler's mercy is not an option. There can be a lot of plugin
instances running and all have to perform some computations and return
the result to the main thread
2007 Nov 09
0
Wine release 0.9.49
...ation.
Stefan D?singer (58):
wined3d: Move drawable->sysmem reading to UpdateLocation.
wined3d: Add a comment explaining what LoadLocation does.
wined3d: Move sysmem->drawable copying to LoadLocation.
wined3d: Move texture loading to LoadLocation.
wined3d: Honor pbos when downloading a compressed texture.
wined3d: Move texture -> drawable blits to LoadLocation.
wined3d: Move memory allocation into a separate function.
wined3d: Reenable render target unlocking via textures.
wined3d: Move a part of LockRect to the base class.
wine...
2018 Mar 30
0
Wine release 3.5
..._data().
wined3d: Allow wined3d_texture_upload_data() to upload to WINED3D_LOCATION_TEXTURE_SRGB.
wined3d: Merge wined3d_surface_upload_data() into texture2d_upload_data().
wined3d: Always pass a valid source box to texture3d_upload_data().
wined3d: Don't bother removing PBOs for formats with upload/download conversion in texture2d_load_texture().
wined3d: Handle upload conversion in texture2d_upload_data().
wined3d: Merge texture2d_upload_data() and texture3d_upload_data().
usp10: Simplify GPOS_expand_language_cache().
usp10: Merge GSUB_initiali...
2008 Dec 27
0
Sonic Mega Collection crashes on startup.
...lity >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Loading the PBO test texture
@ directx.c / 3810
warn:d3d_caps:test_pbo_functionality PBO test failed, read back data doesn't match original
warn:d3d_caps:test_pbo_functionality Disabling PBOs. This may result in slower performance
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
warn:d3d:IWineD3DDeviceImpl_Clear Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL
warn:dsalsa:SetFormat...
2013 Aug 30
0
Wine release 1.7.1
...ement basic volume location management.
wined3d: Move volume sysmem allocation into a separate function.
wined3d: Free volume sysmem after upload.
wined3d: Don't lock the dst volume in device_update_volume.
wined3d: Enforce volume mapping restrictions.
wined3d: Use PBOs for dynamic volumes.
wined3d: Implement NOOVERWRITE and DISCARD volume maps.
wined3d: Implement sRGB for volumes.
wined3d: UpdateTexture requires a sysmem source and default destination.
wined3d: Check volume formats and sizes in device_update_volume.
wined3d: Disallow...
2019 Dec 13
0
Wine release 5.0-rc1
...PageFile showing wrong memory info.
Henri Verbeet (13):
wined3d: Finish the CS before removing the context in adapter_vk_uninit_3d().
wined3d: Do not set depth/stencil sizes on colour formats.
wined3d: Store texture sub-resource buffer objects as uintptr_t.
wined3d: Destroy PBOs in wined3d_texture_gl_destroy_object().
wined3d: Do not download textures to WINED3D_LOCATION_BUFFER in wined3d_texture_gl_unload().
wined3d: Unload buffer resources through buffer ops.
wined3d: Unload texture resources through texture ops.
wined3d: Unload resources in wined...