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authorRoland Scheidegger <[email protected]>2016-10-15 03:53:48 +0200
committerRoland Scheidegger <[email protected]>2016-10-19 01:44:59 +0200
commitaeceec54a86d26aad165a1ade67a8aba61ae080f (patch)
tree9d193becaaf3f48ae023ca881ae504baf5617d03 /src/amd/vulkan/radv_wsi_x11.c
parent0942fe548e935ccc849f44bd920649ef2b93a6a5 (diff)
draw: improve vertex fetch (v2)
The per-element fetch has quite some calculations which are constant, these can be moved outside both the per-element as well as the main shader loop (llvm can figure out it's constant mostly on its own, however this can have a significant compile time cost). Similarly, it looks easier swapping the fetch loops (outer loop per attrib, inner loop filling up the per vertex elements - this way the aos->soa conversion also can be done per attrib and not just at the end though again this doesn't really make much of a difference in the generated code). (This would also make it possible to vectorize the calculations leading to the fetches.) There's also some minimal change simplifying the overflow math slightly. All in all, the generated code seems to look slightly simpler (depending on the actual vs), but more importantly I've seen a significant reduction in compile times for some vs (albeit with old (3.3) llvm version, and the time reduction is only really for the optimizations run on the IR). v2: adapt to other draw change. No changes with piglit. Reviewed-by: Jose Fonseca <[email protected]>
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