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author | Paul Berry <[email protected]> | 2013-10-16 12:27:37 -0700 |
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committer | Paul Berry <[email protected]> | 2013-10-24 22:00:53 -0700 |
commit | 3c2feb1969db110523093740ace594b5c9d75a25 (patch) | |
tree | 62f4cca4bf8c4889ec9cf01d540a41cd998032ac /src/glsl/ir.h | |
parent | 03ac2c7223f7645e30028bf59b4c9cf0f5734fc0 (diff) |
i965/gs: If a DUAL_OBJECT gs would spill, fall back to DUAL_INSTANCED.
This is similar to what we do for 16-wide vs 8-wide fragment shaders.
First we try compiling the geometry shader in DUAL_OBJECT mode. If we
can't do that without spilling, we fall back on DUAL_INSTANCED mode,
which should require less spilling (since it uses an interleaved
layout of payload registers).
In an ideal world we'd fall back to SINGLE mode, which would allow us
to interleave general-purpose registers too (resulting in even less
likelihood of spilling). But at the moment, the vec4 generator and
visitor classes don't have the infrastructure to interleave general
purpose registers, so DUAL_INSTANCED is the best we can do.
As a side benefit this paves the way for implementing instanced
geometry shaders (which are incompatible with DUAL_OBJECT mode).
Since most geometry shaders used in piglit testing are small,
DUAL_INSTANCED mode won't get exercised very much in a normal piglit
run. To force DUAL_INSTANCED mode to be used for all geometry
shaders, set INTEL_DEBUG=nodualobj.
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/ir.h')
0 files changed, 0 insertions, 0 deletions