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authorKenneth Graunke <[email protected]>2019-08-08 01:44:52 -0700
committerKenneth Graunke <[email protected]>2019-08-12 10:42:32 -0700
commit5180a222c0058d0ecd23816151ffcdd158a0febc (patch)
tree61f68f7b205b5be301b4fcc0d482f927ea6f9ec8 /src/mesa/state_tracker
parent914ecc9384ef31411bb06178f01cb0b2683fa344 (diff)
glsl: Optimize the SoftFP64 shader when first creating it.
By optimizing the shader before inlining, we avoid having to redo this work for each inlined copy of a function. It should also reduce the memory consumption a bit. This cuts the KHR-GL46.arrays_of_arrays_gl.SubroutineFunctionCalls2 runtime by 25% on my Icelake. That test compiles many shaders, which contain large types (dmat4) and division (expensive operations). Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Matt Turner <[email protected]>
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