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authorMarek Olšák <[email protected]>2016-12-31 13:50:38 +0100
committerMarek Olšák <[email protected]>2017-01-05 13:07:12 +0100
commitc7affbf6875622a2326dafafaed8c3987aaa3483 (patch)
treebdd03f31d965314aa7c7aa963f1a2d7b63c65421 /src
parent96fe8834f5391f8e6f308569ef8774bb274312fa (diff)
st/mesa: enable GLSLOptimizeConservatively for drivers that want it
GLSL compilation now takes 24% less time with the Gallium noop driver. I used my shader-db for the measurement. The difference for the whole radeonsi driver can be ~10%. The generated TGSI is mostly the same. For example, the compilation success rate with a TGSI->GCN bytecode converter without any optimizations is the same. Note that glsl_to_tgsi does its own copy propagation and simple register allocation. shader-db GCN report: - Talos spills fewer SGPRs. - DOTA 2 spills more SGPRs. - The average shader-db score is better, but it's just due to randomness. 29045 shaders in 17564 tests Totals: SGPRS: 1325929 -> 1325017 (-0.07 %) VGPRS: 1010808 -> 1010172 (-0.06 %) Spilled SGPRs: 1432 -> 1399 (-2.30 %) Spilled VGPRs: 93 -> 92 (-1.08 %) Private memory VGPRs: 688 -> 688 (0.00 %) Scratch size: 2540 -> 2484 (-2.20 %) dwords per thread Code Size: 39336732 -> 39342936 (0.02 %) bytes Max Waves: 217937 -> 217969 (0.01 %) Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/state_tracker/st_extensions.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_extensions.c b/src/mesa/state_tracker/st_extensions.c
index ef926e47d74..7ff571603ba 100644
--- a/src/mesa/state_tracker/st_extensions.c
+++ b/src/mesa/state_tracker/st_extensions.c
@@ -310,6 +310,8 @@ void st_init_limits(struct pipe_screen *screen,
options->LowerBufferInterfaceBlocks = true;
}
+ c->GLSLOptimizeConservatively =
+ screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
c->LowerTessLevel = true;
c->LowerCsDerivedVariables = true;
c->PrimitiveRestartForPatches =