----- Original Message ----- > Am 11.10.2013 16:21, schrieb Brian Paul: > > On 10/11/2013 07:11 AM, [email protected] wrote: > >> From: Roland Scheidegger <[email protected]> > >> > >> The previous limit of of 128*1024 was reported to cause frequent > >> recompiles > >> in some apps due to shader variant thrashing on IRC in some apps leading > >> to noticeable lags. > >> Note that the LP_MAX_SHADER_VARIANTS limit (1024) was more or less > >> impossible > >> to reach, since even simple fragment shaders without texturing > >> (glxgears) used > >> more than twice than 128 instructions, hence the instruction limit > >> would have > >> always been reached first (excluding things like trivial shaders not > >> writing > >> color). Even with the new limit it is VERY likely the instruction > >> limit is hit > >> first. > >> Should help with such lags due to recompiles (though other shader > >> types have > >> their own limits, LP_MAX_SETUP_VARIANTS and DRAW_MAX_SHADER_VARIANTS, in > >> particular the latter seems a bit small (128)). > >> --- > >> src/gallium/drivers/llvmpipe/lp_limits.h | 2 +- > >> 1 file changed, 1 insertion(+), 1 deletion(-) > >> > >> diff --git a/src/gallium/drivers/llvmpipe/lp_limits.h > >> b/src/gallium/drivers/llvmpipe/lp_limits.h > >> index af31b35..8cfab5a 100644 > >> --- a/src/gallium/drivers/llvmpipe/lp_limits.h > >> +++ b/src/gallium/drivers/llvmpipe/lp_limits.h > >> @@ -79,7 +79,7 @@ > >> * Max number of instructions (for all fragment shaders combined per > >> context) > >> * that will be kept around. > >> */ > >> -#define LP_MAX_SHADER_INSTRUCTIONS (128*1024) > >> +#define LP_MAX_SHADER_INSTRUCTIONS (512*LP_MAX_SHADER_VARIANTS) > >> > >> /** > >> * Max number of setup variants that will be kept around. > >> > >
Looks good to me. > > Reviewed-by: Brian Paul <[email protected]> > > > > Maybe the comment on LP_MAX_SHADER_INSTRUCTIONS should indicate that > > these are LLVM IR instructions, not TGSI instructions, not machine > > instructions. I had to dig for a while to find that. > > Oh yes that's a good idea. I think ideally we'd just count compiled size > of the shaders but IIRC that was actually difficult to do. > Agreed. Jose _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
