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author | Roland Scheidegger <[email protected]> | 2016-10-15 03:53:48 +0200 |
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committer | Roland Scheidegger <[email protected]> | 2016-10-19 01:44:59 +0200 |
commit | aeceec54a86d26aad165a1ade67a8aba61ae080f (patch) | |
tree | 9d193becaaf3f48ae023ca881ae504baf5617d03 /src/amd/vulkan/radv_wsi_x11.c | |
parent | 0942fe548e935ccc849f44bd920649ef2b93a6a5 (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]>
Diffstat (limited to 'src/amd/vulkan/radv_wsi_x11.c')
0 files changed, 0 insertions, 0 deletions