Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Bish, Jim
On 06/05/2015 01:12 PM, Matt Turner wrote: > On Fri, Jun 5, 2015 at 10:29 AM, Bish, Jim wrote: >> On 06/04/2015 04:35 PM, Ben Widawsky wrote: >>> On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: I ran the patch through our Jenkins CI system and while it does fix 26 tests on

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Matt Turner
On Fri, Jun 5, 2015 at 10:29 AM, Bish, Jim wrote: > On 06/04/2015 04:35 PM, Ben Widawsky wrote: >> On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: >>> I ran the patch through our Jenkins CI system and while it does fix 26 >>> tests on BDW, it causes an assertion failure in >>> tests/s

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Bish, Jim
On 06/03/2015 05:29 PM, Kenneth Graunke wrote: > On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: >> For BDW and newer hardware, vertex shaders can be dispatched >> using simd8 scalars, but when spills occur performance will >> be impacted. >> >> Fixes spec@glsl-1.10@execution@varying-pac

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Bish, Jim
On 06/04/2015 04:35 PM, Ben Widawsky wrote: > On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: >> On Wed, Jun 3, 2015 at 5:29 PM, Kenneth Graunke >> wrote: >>> On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: For BDW and newer hardware, vertex shaders can be dispatched

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-05 Thread Eero Tamminen
Hi, On 06/05/2015 02:35 AM, Ben Widawsky wrote: On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: I ran the patch through shader-db, and there were no changes, but that's because we have no vertex shaders that spill. Until we have vertex shaders that spill, I don't think figuring out

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-04 Thread Ben Widawsky
On Wed, Jun 03, 2015 at 05:42:10PM -0700, Matt Turner wrote: > On Wed, Jun 3, 2015 at 5:29 PM, Kenneth Graunke wrote: > > On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: > >> For BDW and newer hardware, vertex shaders can be dispatched > >> using simd8 scalars, but when spills occur perfo

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-03 Thread Matt Turner
On Wed, Jun 3, 2015 at 5:29 PM, Kenneth Graunke wrote: > On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: >> For BDW and newer hardware, vertex shaders can be dispatched >> using simd8 scalars, but when spills occur performance will >> be impacted. >> >> Fixes spec@glsl-1.10@execution@vary

Re: [Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-03 Thread Kenneth Graunke
On Wednesday, June 03, 2015 11:35:43 PM Bish, Jim wrote: > For BDW and newer hardware, vertex shaders can be dispatched > using simd8 scalars, but when spills occur performance will > be impacted. > > Fixes spec@glsl-1.10@execution@varying-packing@simple by falling back > to vec4x2 dispatch. There

[Mesa-dev] [PATCH] i965: Use vec4 vs shader path in spill cases.

2015-06-03 Thread Bish, Jim
For BDW and newer hardware, vertex shaders can be dispatched using simd8 scalars, but when spills occur performance will be impacted. Fixes spec@glsl-1.10@execution@varying-packing@simple by falling back to vec4x2 dispatch. There is another issue with simd8 dispatch which will be addressed later.