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author | Marek Olšák <[email protected]> | 2016-12-31 13:50:38 +0100 |
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committer | Marek Olšák <[email protected]> | 2017-01-05 13:07:12 +0100 |
commit | c7affbf6875622a2326dafafaed8c3987aaa3483 (patch) | |
tree | bdd03f31d965314aa7c7aa963f1a2d7b63c65421 /include | |
parent | 96fe8834f5391f8e6f308569ef8774bb274312fa (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]>
Diffstat (limited to 'include')
0 files changed, 0 insertions, 0 deletions