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authorKristian Høgsberg <[email protected]>2014-10-20 23:29:41 -0700
committerKristian Høgsberg <[email protected]>2014-12-10 12:29:27 -0800
commitee5fb8d1ba7f50ed94e1a34fa0f6e15a0588145e (patch)
tree303ad7ac28769482c37c27fdc448231f9cd9c052 /src/gallium/tests/trivial/quad-tex.c
parent7ff457b93028d1884c7952080edd919008edf141 (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]>
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