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authorRoland Scheidegger <[email protected]>2012-07-06 02:53:44 +0200
committerJosé Fonseca <[email protected]>2012-07-20 20:17:15 +0100
commit70a969f123c98cf6fca71a5fed4efed983edf6c8 (patch)
treef0ffa94d275d9ade9e8bfb8ffc16b99ec7fcf946 /.dir-locals.el
parent542bd6941f5a56f7a3aa84b44d92591488b146bf (diff)
llvmpipe: use runtime loop instead of static loop for looping over quads
This can potentially cut shader program size by a factor of 4 for 4-wide execution respectively 2 for 8-wide execution and while this ratios aren't quite reached for more complex shaders it can be close. Could not really measure a performance difference so far except for trivial shaders (glxgears). There seems to be a fair amount of unnecessary move's generated especially at the beginning it might be possible to optimize those away somehow. Things aren't quite as clean, some additional stuff needs to be done for keeping both paths working (though llvm might be able to optimize this away). glxgears seems to lose about 5-10% of performance, looking at the generated shaders this is actually less than I'd think it would be - both 4 and 8-wide shaders, despite containing a loop actually have about 10% more instructions in total, and will have roughly 50% more executed instructions (though mostly cheap ones). Need to figure out how to reduce overhead... v2: keep complex interpolation for 4-wide mode, adapt to interface changes. Reviewed-by: José Fonseca <[email protected]>
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