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authorTimothy Arceri <[email protected]>2017-01-24 14:07:04 +1100
committerTimothy Arceri <[email protected]>2017-01-25 09:07:30 +1100
commit34ab9b0947cdc1f035ca8379a92677b66ec604a5 (patch)
tree7a0db1b4d17a33c1cf1f5d3ce55d045a43940ef4 /src/compiler/glsl/.gitignore
parentc4a0c1efff77ed90dfebf969348cd440195ae38a (diff)
glsl: lower constant arrays to uniform arrays before optimisation loop
Previously the constant array would not get copy propagated until the backend did its GLSL IR opt loop. I plan on removing that from i965 shortly which caused huge regressions in Deus-ex and Tomb Raider which have large constant arrays. Moving lowering before the opt loop in the GLSL linker fixes this and unexpectedly improves some compute shaders also. shader-db results BDW: instructions helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 204 -> 194 (-4.90%) instructions helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1010 -> 741 (-26.63%) instructions helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 542 -> 385 (-28.97%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1831382 -> 1818492 (-0.70%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 216238 -> 206180 (-4.65%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 18484 -> 16644 (-9.95%) total instructions in shared programs: 13060313 -> 13059877 (-0.00%) instructions in affected programs: 1756 -> 1320 (-24.83%) helped: 3 HURT: 0 total cycles in shared programs: 256586698 -> 256561910 (-0.01%) cycles in affected programs: 2066104 -> 2041316 (-1.20%) helped: 3 HURT: 0 V3: only call the opt loop if lowering progressed (Suggested by Eric) V2: call opts before and after lowering (Suggested by Ken) Reviewed-by: Eric Anholt <[email protected]>
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