On Wed, Aug 10, 2016 at 9:23 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
> Hi,
>
> this is a respin of the series which scans the shader's TGSI to determine
> which channels of an array are actually written to. Most of the st/mesa
> changes have become unnecessary. Most of the radeon-specific part stays
> the same.
>
> For one F1 2015 shader, it reduces the scratch size from 132096 to 26624
> bytes, which is bound to be much nicer on the texture cache.

This has been bugging me... is there something we can do to move
temporary arrays to registers?

F1 2015 is the only game that doesn't "spill VGPRs", yet has the
highest scratch usage per shader. (without this series)

If a shader uses 32 VGPRs and a *ton* of scratch space, you know
something is wrong.

Marek
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