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authorRoland Scheidegger <[email protected]>2016-12-21 04:43:07 +0100
committerRoland Scheidegger <[email protected]>2016-12-21 04:48:24 +0100
commite827d9175675aaa6cfc0b981e2a80685fb7b3a74 (patch)
treeb90389b09b57b6f151e114cca123256795121ed6 /Android.common.mk
parentcb81460dcc61da0fb5ce066ee435c56840c0aba3 (diff)
draw: use SoA fetch, not AoS one
Now that there's some SoA fetch which never falls back, we should always get results which are better or at least not worse (something like rgba32f will stay the same). For cases which get way better, think something like R16_UNORM with 8-wide vectors: this was 8 sign-extend fetches, 8 cvt, 8 muls, followed by a couple of shuffles to stitch things together (if it is smart enough, 6 unpacks) and then a (8-wide) transpose (not sure if llvm could even optimize the shuffles + transpose, since the 16bit values were actually sign-extended to 128bit before being cast to a float vec, so that would be another 8 unpacks). Now that is just 8 fetches (directly inserted into vector, albeit there's one 128bit insert needed), 1 cvt, 1 mul. v2: ditch the old AoS code instead of just disabling it. Reviewed-by: Jose Fonseca <[email protected]>
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