Re: [Mesa-dev] Testing optimizer

2013-12-17 Thread Patrick Baggett
On Tue, Dec 17, 2013 at 10:59 AM, Paul Berry wrote: > On 17 December 2013 08:46, Tom Stellard wrote: > >> On Tue, Dec 17, 2013 at 09:57:31AM -0600, Patrick Baggett wrote: >> > Hi all, >> > >> > Is there a way to see the machine code that is generated by the GLSL >> > compiler for all GPU instruct

Re: [Mesa-dev] Testing optimizer

2013-12-17 Thread Paul Berry
On 17 December 2013 11:07, Patrick Baggett wrote: > > > > On Tue, Dec 17, 2013 at 10:59 AM, Paul Berry wrote: > >> On 17 December 2013 08:46, Tom Stellard wrote: >> >>> On Tue, Dec 17, 2013 at 09:57:31AM -0600, Patrick Baggett wrote: >>> > Hi all, >>> > >>> > Is there a way to see the machine cod

Re: [Mesa-dev] Testing optimizer

2013-12-17 Thread Marek Olšák
ST_DEBUG=tgsi ... is also useful. It dumps all shaders generated by mesa_to_tgsi and glsl_to_tgsi and it's easier to read than the GLSL IR. Marek On Tue, Dec 17, 2013 at 5:46 PM, Tom Stellard wrote: > On Tue, Dec 17, 2013 at 09:57:31AM -0600, Patrick Baggett wrote: >> Hi all, >> >> Is there a wa

Re: [Mesa-dev] Testing optimizer

2013-12-17 Thread Paul Berry
On 17 December 2013 08:46, Tom Stellard wrote: > On Tue, Dec 17, 2013 at 09:57:31AM -0600, Patrick Baggett wrote: > > Hi all, > > > > Is there a way to see the machine code that is generated by the GLSL > > compiler for all GPU instruction sets? For example, I would like to know > if > > the opti

Re: [Mesa-dev] Testing optimizer

2013-12-17 Thread Tom Stellard
On Tue, Dec 17, 2013 at 09:57:31AM -0600, Patrick Baggett wrote: > Hi all, > > Is there a way to see the machine code that is generated by the GLSL > compiler for all GPU instruction sets? For example, I would like to know if > the optimizer optimizes certain (equivalent) constructs (or not), and

[Mesa-dev] Testing optimizer

2013-12-17 Thread Patrick Baggett
Hi all, Is there a way to see the machine code that is generated by the GLSL compiler for all GPU instruction sets? For example, I would like to know if the optimizer optimizes certain (equivalent) constructs (or not), and avoid them if possible. I know there is a lot to optimization on GPUs that