Hi,

On 12.05.2016 11:05, Kenneth Graunke wrote:
On Thursday, May 12, 2016 11:15:58 AM PDT Eero Tamminen wrote:
The known cases where this workaround caused slowdown were fixed,  so
why not just unconditionally enable it?

Or is there still some case where workaround causes a measurable slowdown?

I mean, it still makes sin/cos instructions twice as slow unless the
sin/cos happens to be multiplied by a constant.  So that's still fairly
unfortunate.

Multiply is faster instruction than sin/cos, and depending on what else the shader does, good scheduler may be able to hide latency of additional multiply, so I don't think it's quite that bad. :-)


Though, if there's really nothing hurt by this, then it might be
reasonable.


        - Eero

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