On Thu, May 12, 2016 at 4:49 AM, Eero Tamminen <eero.t.tammi...@intel.com> wrote: > 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. :-)
I think you misunderstood what was happening in the program that was hurt by this. It wasn't scheduling that was able to hide the additional latency. Every sin/cos in the program was multiplied by a constant, so Ken moved the workaround to NIR which allowed the two constants to be combined, removing the additional multiply. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev