On 11/07/18 19:45, Eero Tamminen wrote:
Hi,
On 11.07.2018 12:00, Timothy Arceri wrote:
On 11/07/18 18:20, Eero Tamminen wrote:
Have you considered partial loop unrolling support?
I.e. when loop counter is known, but too high for full unroll, doing
partial loop unrolling (e.g. unroll 4x times
Hi,
On 11.07.2018 12:00, Timothy Arceri wrote:
On 11/07/18 18:20, Eero Tamminen wrote:
Have you considered partial loop unrolling support?
I.e. when loop counter is known, but too high for full unroll, doing
partial loop unrolling (e.g. unroll 4x times) and dividing loop
counter by same amou
On 11/07/18 18:20, Eero Tamminen wrote:
Hi,
Have you considered partial loop unrolling support?
I.e. when loop counter is known, but too high for full unroll, doing
partial loop unrolling (e.g. unroll 4x times) and dividing loop counter
by same amount (if it didn't divide evenly, need to unro
Hi,
Have you considered partial loop unrolling support?
I.e. when loop counter is known, but too high for full unroll, doing
partial loop unrolling (e.g. unroll 4x times) and dividing loop counter
by same amount (if it didn't divide evenly, need to unroll remainder
outside of loop).
This is
This series started out as me trying to unrolls some useless loops I
spotted in some shaders from DXVK games (see patch 10), but I found
some other issues and improvements along the way.
The biggest winner seem like it could be the dolphin uber shaders on
i965 (on radeonsi the shaders don't seem t