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CC | apinheiro@igalia.com |
Comment # 1
on bug 94008
from Alejandro Piñeiro (freenode IRC: apinheiro)
(In reply to serge from comment #0) > I also made an apitrace which you can find on the following link, if someone > is interested into looking at this issue: > > https://drive.google.com/file/d/0B6bdV-rKtJnFWDlvWE1vZnFtaXc/view?usp=sharing Under the risk of adding noise here, I tried this apitrace on a intel HD4600 (haswell). I got several visual artifacts (in addition to be really slow), getting several performance related debug warnings. For example, at the initial phase, where it is mostly compiling shaders: 10202: message: shader compiler performance issue 478: SIMD16 shader failed to compile: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this And then, when running the log and the menu, messages like the following: 327430: message: api performance issue 1506: Scanning index buffer to compute index buffer bounds. Use glDrawRangeElements() to avoid this 3836043: message: api performance issue 1553: GTT mapping a busy miptree BO stalled and took 1516.024 ms Anyway, probably this would need to be taken with a grain of salt, as usually games detect hw capabilities in order to know what to use. Probably it would be worth to try the game on a intel hw (unfourtunately I don't have access to that game).
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