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author | Kristian Høgsberg <[email protected]> | 2014-10-20 23:29:41 -0700 |
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committer | Kristian Høgsberg <[email protected]> | 2014-12-10 12:29:27 -0800 |
commit | ee5fb8d1ba7f50ed94e1a34fa0f6e15a0588145e (patch) | |
tree | 303ad7ac28769482c37c27fdc448231f9cd9c052 /src/gallium/tests/trivial/quad-tex.c | |
parent | 7ff457b93028d1884c7952080edd919008edf141 (diff) |
i965: Generate vs code using scalar backend for BDW+
With everything in place, we can now use the scalar backend compiler for
vertex shaders on BDW+. We make scalar vertex shaders the default on
BDW+ but add a new vec4vs debug option to force the vec4 backend.
No piglit regressions.
Performance impact is minimal, I see a ~1.5 improvement on the T-Rex
GLBenchmark case, but in general it's in the noise. Some of our
internal synthetic, vs bounded benchmarks show great improvement, 20%-40%
in some cases, but real-world cases are mostly unaffected.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/gallium/tests/trivial/quad-tex.c')
0 files changed, 0 insertions, 0 deletions