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authorSamuel Pitoiset <[email protected]>2019-02-12 15:09:32 +0100
committerSamuel Pitoiset <[email protected]>2019-02-14 09:10:56 +0100
commit4b3549c0846f451119ee883a33205b0caa1cf16e (patch)
treeab6a66296ebc72150aafb11e61fe3a0377b8ffd2 /src/mesa/drivers/dri/i965/intel_mipmap_tree.c
parent210aec3612bc02a6a02035188937a4755da5a252 (diff)
radv: reduce the number of loaded channels for vertex input fetches
It's unnecessary to load more channels than the vertex attribute format. The remaining channels are filled with 0 for y and z, and 1 for w. 29077 shaders in 15096 tests Totals: SGPRS: 1321605 -> 1318869 (-0.21 %) VGPRS: 935236 -> 932252 (-0.32 %) Spilled SGPRs: 24860 -> 24776 (-0.34 %) Code Size: 49832348 -> 49819464 (-0.03 %) bytes Max Waves: 242101 -> 242611 (0.21 %) Totals from affected shaders: SGPRS: 93675 -> 90939 (-2.92 %) VGPRS: 58016 -> 55032 (-5.14 %) Spilled SGPRs: 172 -> 88 (-48.84 %) Code Size: 2862740 -> 2849856 (-0.45 %) bytes Max Waves: 15474 -> 15984 (3.30 %) This mostly helps Croteam games (Talos/Sam2017). Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/intel_mipmap_tree.c')
0 files changed, 0 insertions, 0 deletions