diff options
author | Matt Turner <[email protected]> | 2016-02-01 16:44:18 -0800 |
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committer | Matt Turner <[email protected]> | 2016-02-08 21:20:58 -0800 |
commit | 371c4b3c48f665d530bc0c95990ef47f0e4c1b87 (patch) | |
tree | 366d584b112dd871af22698d6436e96a4d192348 /src/compiler/glsl | |
parent | 2d0d9755da92f7153c1390728fa448b9978e9135 (diff) |
nir: Recognize open-coded bitfield_reverse.
Helps 11 shaders in UnrealEngine4 demos.
I seriously hope they would have given us bitfieldReverse() if we
exposed GL 4.0 (but we do expose ARB_gpu_shader5, so why not use that
anyway?).
instructions in affected programs: 4875 -> 4633 (-4.96%)
cycles in affected programs: 270516 -> 244516 (-9.61%)
I suspect there's a *lot* of room to improve nir_search/opt_algebraic's
handling of this. We'd actually like to match, e.g., step2 by matching
step1 once and then doing a pointer comparison for the second instance
of step1, but unfortunately we generate an enormous tuple for instead.
The .text size increases by 6.5% and the .data by 17.5%.
text data bss dec hex filename
22957 45224 0 68181 10a55 nir_libnir_la-nir_opt_algebraic.o
24461 53160 0 77621 12f35 nir_libnir_la-nir_opt_algebraic.o
I'd be happy to remove this if Unreal4 uses bitfieldReverse() if it is
in a GL 4.0 context once we expose GL 4.0.
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
0 files changed, 0 insertions, 0 deletions