Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-19 Thread Segovia, Benjamin
; mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler On Tue, 13 Jul 2010 16:46:21 -0700, "Segovia, Benjamin" wrote: > To be more precise, > - The shader compiler present in src/mesa/slang is used. > > - The glsl shader (randomly taken on the n

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-19 Thread Eric Anholt
On Tue, 13 Jul 2010 16:46:21 -0700, "Segovia, Benjamin" wrote: > To be more precise, > - The shader compiler present in src/mesa/slang is used. > > - The glsl shader (randomly taken on the net) is: > void main(){ > const float PI = 3.14159265358979323846264; > const float angle = 45.0; > c

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-15 Thread Ian Romanick
We're still generating Mesa's low-level assembly IR as our output. We plan to fix that in later work. > > From: Brian Paul [bri...@vmware.com] > Sent: Wednesday, July 14, 2010 7:54 AM > To: Segovia, Benjamin > Cc: mesa-dev@lists.free

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-15 Thread Brian Paul
y, July 14, 2010 12:54 PM To: Segovia, Benjamin Cc: mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler On 07/14/2010 12:27 PM, Segovia, Benjamin wrote: > Actually, even the computation of rad_angle is ignored at compile time. Sounds like a bug/regr

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
higher in the sw stack. Thanks for your help. I am studying the r300 code Ben From: Tom Stellard [tstel...@gmail.com] Sent: Wednesday, July 14, 2010 10:33 PM To: Segovia, Benjamin Cc: mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Tom Stellard
On Wed, Jul 14, 2010 at 09:16:15PM -0700, Segovia, Benjamin wrote: > Thanks for that. It may be clearly useful. > > FYW, I output big shaders from nexuiz (> 100 inst) and clearly swizzling > kills opportunities of optimizations. A serie of instructions may be totally > useless but swizzles make

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
Ben From: Alex Deucher [alexdeuc...@gmail.com] Sent: Wednesday, July 14, 2010 4:20 PM To: Segovia, Benjamin Cc: Brian Paul; mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler On Wed, Jul 14, 2010 at 6:14 PM, Segovia, Benjamin wrote: > Hmmm, (p

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Alex Deucher
in [benjamin.sego...@intel.com] > Sent: Wednesday, July 14, 2010 3:15 PM > To: Brian Paul > Cc: mesa-dev@lists.freedesktop.org > Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler > > I started yesterday to investigate. I am afraid this is not a bug. Constant > ar

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
an Paul Cc: mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler I started yesterday to investigate. I am afraid this is not a bug. Constant are put into variables and then the compiler lost the knowledge that there are still constant variables. Strang

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
enjamin Cc: mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler On 07/14/2010 12:27 PM, Segovia, Benjamin wrote: > Actually, even the computation of rad_angle is ignored at compile time. Sounds like a bug/regression. Could you look into that? > I w

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Brian Paul
-Brian > Ben > > From: Brian Paul [bri...@vmware.com] > Sent: Wednesday, July 14, 2010 7:54 AM > To: Segovia, Benjamin > Cc: mesa-dev@lists.freedesktop.org > Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler > > On 07/

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Segovia, Benjamin
@lists.freedesktop.org Subject: Re: [Mesa-dev] Optimizations in mesa shader compiler On 07/13/2010 05:46 PM, Segovia, Benjamin wrote: > To be more precise, > - The shader compiler present in src/mesa/slang is used. > > - The glsl shader (randomly taken on the net) is: > void main(){ >

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-14 Thread Brian Paul
@lists.freedesktop.org] On Behalf Of Segovia, Benjamin [benjamin.sego...@intel.com] Sent: Tuesday, July 13, 2010 4:11 PM To: mesa-dev@lists.freedesktop.org Subject: [Mesa-dev] Optimizations in mesa shader compiler Hello all, I just looked at the (intermediate) code produced by the shader compiler. In

Re: [Mesa-dev] Optimizations in mesa shader compiler

2010-07-13 Thread Segovia, Benjamin
] Sent: Tuesday, July 13, 2010 4:11 PM To: mesa-dev@lists.freedesktop.org Subject: [Mesa-dev] Optimizations in mesa shader compiler Hello all, I just looked at the (intermediate) code produced by the shader compiler. In the last version, I did not find anything on constant propagation and constant

[Mesa-dev] Optimizations in mesa shader compiler

2010-07-13 Thread Segovia, Benjamin
Hello all, I just looked at the (intermediate) code produced by the shader compiler. In the last version, I did not find anything on constant propagation and constant computations. In the Intel current driver, the final gen code produces an ugly sequence of computations of constant values (know