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authorEric Anholt <[email protected]>2013-03-13 14:48:55 -0700
committerEric Anholt <[email protected]>2013-04-01 16:17:25 -0700
commitdca5fc14358a8b267b3854c39c976a822885898f (patch)
tree3cc2d6bd82d31e722735d2cd592ac42909f899e7 /SConstruct
parentbc0e1591f64b8b3f2693fceaaa8bba9198e26171 (diff)
i965/fs: Improve performance of varying-index uniform loads on IVB.
Like we have done for the VS and for constant-index uniform loads, we use the sampler engine to get caching in front of the L3 to avoid tickling the IVB L3 bug. This is also a bit of a functional change, as we're now loading a vec4 instead of a single dword, though we're not taking advantage of the other 3 components of the vec4 (yet). With the driver hacked to always take the varying-index path for all uniforms, improves performance of my old GLSL demo by 315% +/- 2% (n=4). This a major fix for some blur shaders in compositors from the varying-index uniforms support I introduced in 9.1. v2: Move old offset computation into the pre-gen7 path. Reviewed-by: Kenneth Graunke <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=61554 NOTE: This is a candidate for the 9.1 branch.
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