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authorMarek Olšák <[email protected]>2016-12-31 13:50:38 +0100
committerMarek Olšák <[email protected]>2017-01-05 13:07:12 +0100
commitc7affbf6875622a2326dafafaed8c3987aaa3483 (patch)
treebdd03f31d965314aa7c7aa963f1a2d7b63c65421 /include
parent96fe8834f5391f8e6f308569ef8774bb274312fa (diff)
st/mesa: enable GLSLOptimizeConservatively for drivers that want it
GLSL compilation now takes 24% less time with the Gallium noop driver. I used my shader-db for the measurement. The difference for the whole radeonsi driver can be ~10%. The generated TGSI is mostly the same. For example, the compilation success rate with a TGSI->GCN bytecode converter without any optimizations is the same. Note that glsl_to_tgsi does its own copy propagation and simple register allocation. shader-db GCN report: - Talos spills fewer SGPRs. - DOTA 2 spills more SGPRs. - The average shader-db score is better, but it's just due to randomness. 29045 shaders in 17564 tests Totals: SGPRS: 1325929 -> 1325017 (-0.07 %) VGPRS: 1010808 -> 1010172 (-0.06 %) Spilled SGPRs: 1432 -> 1399 (-2.30 %) Spilled VGPRs: 93 -> 92 (-1.08 %) Private memory VGPRs: 688 -> 688 (0.00 %) Scratch size: 2540 -> 2484 (-2.20 %) dwords per thread Code Size: 39336732 -> 39342936 (0.02 %) bytes Max Waves: 217937 -> 217969 (0.01 %) Reviewed-by: Eric Anholt <[email protected]>
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