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author | Kenneth Graunke <[email protected]> | 2015-09-25 08:21:57 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2015-09-26 12:02:34 -0700 |
commit | d6a41b5f70b9071cca8959afab66a6504e7cb7ce (patch) | |
tree | 5d38ec04c31e33f5fee78debb404a4a7ab150c54 /src/glsl | |
parent | 08fe5799e61e9251dec163d000709ff33434216d (diff) |
i965/gs: Optimize away the EOT write on Gen8+ with static vertex count.
With static vertex counts, the final EOT write doesn't actually write
any data - it's just there to end the thread. Typically, the last
thing before ending the thread will be an EmitVertex() call, resulting
in a URB write. We can just set EOT on that.
Note that this isn't always possible - there might be an intervening
SSBO write/image store, or the URB write may have been in a loop.
shader-db statistics for geometry shaders only:
total instructions in shared programs: 3173 -> 3149 (-0.76%)
instructions in affected programs: 176 -> 152 (-13.64%)
helped: 8
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/glsl')
0 files changed, 0 insertions, 0 deletions