Age | Commit message (Collapse) | Author | Files | Lines |
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v2: Rebase on Dylan's cleanups.
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Duplicates happen. They really shouldn't, but printing a "bad things
are happening" message is better than aborting and refusing to do
anything.
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This came from a MESA_GLSL=dump report from:
https://bugs.freedesktop.org/show_bug.cgi?id=78691
So I don't know much about the details. Better than nothing.
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v2 (Ken): Keep the code to skip .out files.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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These have problems, so just stop using them.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Instead of counting lines to determine the number of lines in the .out
file, walk the .out file looking for the results that mesa printed into
the out file.
(Note by Ken): This also makes run.py strict - if a shader fails to
compile, it will generate an exception. This helps prevent people from
commiting corrupt shader files.
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Previously process_directories was a function that operated on a
toplevel directory recursively. This replacment uses os.walk() and is a
generator, which reduces memory consumption and is lazy.
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Changes:
- uses rawstrings (r'foo') for regex strings
- compare to None using 'is' and 'is not'
- break long lines
- fix hanging indents
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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v2 (Ken): Tweak --help descriptions slightly.
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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argparse.ArgumentParser() is a modern way of parser argument in python,
it's object oriented, clean, and provides lots of nice features.
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This is PEP8 sytle
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Split imports one module per line and remove any unused imports.
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Python3 doesn't allow mixed tabs and spaces. Its surprising that this
code doesn't raise a runtime exception as is
Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
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Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
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Signed-off-by: Dylan Baker <baker.dylan.c@gmail.com>
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$ warsow +timedemo 1 +cg_showFPS 1 +cl_checkForUpdate 0 \
+demo pts1 +next "quit"
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Popen returns when the new process is opened, not when it's done.
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Tested on orbital-explorer.
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Generally we want our count to approximate time, and the two SIMD8
instructions are same time as a SIMD16 instruction, except for the
cost to instruction cache pressure. This pattern happens for MAD and
LRP a lot, and there are other cases, too. Double-counting these
meant that we basically couldn't use shader-db to validate
optimizations involving those instructions.
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The app mostly uses ARB programs, so there's not much here.
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They have more shaders, but they don't seem to be used.
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Aside from the usual print() changes, this requires converting the hurt
list sorting from the "cmp" method (which was removed) to the "key"
approach.
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If you compile regular expressions, you're supposed to invoke them like
this. I guess the other way works but usually those functions are only
used with non-compiled pattern strings.
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This can be useful for looking at startup time optimization. If you
just sysprof a whole run.py, all you learn is that we spend a lot of
time in reading builtins for all those short shaders.
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