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authorKenneth Graunke <[email protected]>2015-09-24 18:21:59 -0700
committerKenneth Graunke <[email protected]>2015-09-26 12:01:58 -0700
commitf0a618ee7c26a3dd54292fbc2bfd914b0d680ed9 (patch)
tree4ab41436c615886e74efccd2b10c329b29c2bb14 /doxygen/gallium.doc
parentbcef2abad7cf255b6ac112b9ebf0ff75e491c968 (diff)
i965: Implement "Static Vertex Count" geometry shader optimization.
Broadwell's 3DSTATE_GS contains new "Static Output" and "Static Vertex Count" fields, which control a new optimization. Normally, geometry shaders can output arbitrary numbers of vertices, which means that resource allocation has to be done on the fly. However, if the number of vertices is statically known, the hardware can pre-allocate resources up front, which is more efficient. Thanks to the new NIR GS intrinsics, this is easy. We just call the function introduced in the previous commit to get the vertex count. If it obtains a count, we stop emitting the extra 32-bit "Vertex Count" field in the VUE, and instead fill out the 3DSTATE_GS fields. Improves performance of Gl32GSCloth by 5.16347% +/- 0.12611% (n=91) on my Lenovo X250 laptop (Broadwell GT2) at 1024x768. shader-db statistics for geometry shaders only: total instructions in shared programs: 3227 -> 3207 (-0.62%) instructions in affected programs: 242 -> 222 (-8.26%) helped: 10 v2: Don't break non-NIR paths (just skip this optimization). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
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