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author | Kenneth Graunke <[email protected]> | 2019-08-08 01:44:52 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2019-08-12 10:42:32 -0700 |
commit | 5180a222c0058d0ecd23816151ffcdd158a0febc (patch) | |
tree | 61f68f7b205b5be301b4fcc0d482f927ea6f9ec8 /src/mesa/state_tracker | |
parent | 914ecc9384ef31411bb06178f01cb0b2683fa344 (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]>
Diffstat (limited to 'src/mesa/state_tracker')
0 files changed, 0 insertions, 0 deletions