search 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...