Roland Scheidegger 03f66dfb4b llvmpipe: ditch additional ref counting for vertex/geometry sampler views
The cleaning up was quite a performance hog (making pipe_resource_reference
the number two in profilers on the vertex path, and 3rd overall, with its
cousin pipe_reference_described not far behind) if there were lots
of tiny draw calls (ipers). Now the reason was really that it was blindly
calling this for all potential shader views (so 32 each for vs and gs) even
though the app never touched a single one which could have been fixed,
however I can't come up with a good reason why we refcount these. We've got
references, of course, in the sampler views, which should be quite sufficient
as we do all vertex and geometry shader execution fully synchronous.
(Calling prepare_shader_sampling for all draw calls even if there were no
changes looks quite suboptimal too, but generally we don't really expect vs/gs
shader sampling to be used much with llvmpipe, and there's even an early exit
if there aren't any views to avoid the "null loop" albeit it's now no longer
always trying to loop through all 32 slots. Maybe improve another time...).
Of course, if we manage to make vertex loads run asynchronously some day,
we need references again, but adding that back would be the least of the
problems...
Also only set LP_NEW_SAMPLER_VIEW for fragment sampler views. Nothing on the
vertex side depends on it (I suppose we'd really wanted a separate flag in
any case).
(Good for a 3% improvement or so in ipers under the right conditions.)

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-15 20:13:45 +01:00
2015-03-16 22:55:08 -07:00

File: docs/README.WIN32

Last updated: 21 June 2013


Quick Start
----- -----

Windows drivers are build with SCons.  Makefiles or Visual Studio projects are
no longer shipped or supported.

Run

  scons libgl-gdi

to build gallium based GDI driver.

This will work both with MSVS or Mingw.


Windows Drivers
------- -------

At this time, only the gallium GDI driver is known to work.

Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.

Recipe
------

Building on windows requires several open-source packages. These are
steps that work as of this writing.

- install python 2.7
- install scons (latest)
- install mingw, flex, and bison
- install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get pywin32-218.4.win-amd64-py2.7.exe
- install git
- download mesa from git
  see http://www.mesa3d.org/repository.html
- run scons

General
-------

After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32.  If you don't like putting things
in a system directory, place them in the same directory as the
executable(s).  Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.

The DLL files are built so that the external entry points use the
stdcall calling convention.

Static LIB files are not built.  The LIB files that are built with are
the linker import files associated with the DLL files.

The si-glu sources are used to build the GLU libs.  This was done
mainly to get the better tessellator code.

If you have a Windows-related build problem or question, please post
to the mesa-dev or mesa-users list.
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