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authorMatt Turner <[email protected]>2016-02-01 16:44:18 -0800
committerMatt Turner <[email protected]>2016-02-08 21:20:58 -0800
commit371c4b3c48f665d530bc0c95990ef47f0e4c1b87 (patch)
tree366d584b112dd871af22698d6436e96a4d192348 /src/gtest/.gitignore
parent2d0d9755da92f7153c1390728fa448b9978e9135 (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]>
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