; 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
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
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
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
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
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
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
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
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
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
-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/
@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(){
>
@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
]
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
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
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