On Fri, 21 Oct 2011 11:05:53 -0700, Stéphane Marchesin <stephane.marche...@gmail.com> wrote: > 2011/10/19 Stéphane Marchesin <stephane.marche...@gmail.com>: > > On Sat, Aug 27, 2011 at 03:23, Kenneth Graunke <kenn...@whitecape.org> > > wrote: > >> This is a port of vec4_visitor::try_rewrite_rhs_to_dst to fs_visitor. > >> > >> Not only is this technique less invasive and more robust, it also > >> generates better code. Over and above the previous technique, this > >> reduced instruction count in shader-db: > >> > >> With all FS optimizations (register coalescing and such) disabled, this > >> reduced instruction count by 6.23% on average and 36% in the best case. > >> > >> With optimizations left enabled, it still reduced instruction count by > >> 0.28% on average and 1.4% in the best case. > >> > >> In no case did this technique result in more code than the prior method. > >> > > > > Hi, > > > > This regresses yuv tests in glbench here. The shaders regressing are > > the .glslf files there, and glbench can be found in the same repo: > > > > http://git.chromium.org/gitweb/?p=chromiumos/third_party/autotest.git;a=tree;f=client/deps/glbench/src;h=8c533f2d21e87c143f512f693947d7a660c2b4bc;hb=HEAD > > > > Should I push a revert while you guys investigate?
Cold you post the shader code from MESA_GLSL=dump? Hopefully the shader is trivial and we can just push a fix out.
pgpScYrGiCTBz.pgp
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