Hi Marek This patch series is Tested-by: Edmondo Tommasina <edmondo.tommas...@gmail.com>
The performance of The Talos Principle benchmark has increased a bit on my configuration (RX 470). I repeated the test about 8 times and it was always better with your patches. Before: 36.5 FPS After: 36.8 FPS Other games tested: - The Witcher 2 - Two Worlds Thanks edmondo On Wed, Nov 16, 2016 at 7:38 PM, Marek Olšák <mar...@gmail.com> wrote: > Hi, > > Patches 1-10 are random improvements. > > Patches 11-14 are cleanups. > > Patches 15-20 add support for optimized shader variants compiled > asynchronously (without stalling rendering). > > The following optimizations are implemented for the shader variants: > - If user clipping is disabled, clip distances and the gl_ClipVertex > code is removed from vertex shaders. > - All VS outputs not read by a PS are removed. All VS code that > computes those including vertex attribute loads is removed > automatically by dead-code elimination. > - If GL_RASTERIZER_DISCARD is set, all varyings are removed from > vertex shaders. > - If doing depth-only rendering, it has the same behavior for > vertex shaders as GL_RASTERIZER_DISCARD. > > It's all about optimizing vertex shaders and VS output resources. > > I've just realized I might have to limit the compilation of optimized > shader variants to only a limited number of threads, so that apps > aren't slowed down by this. > > I hope this is just the beginning of many things we can do with > asynchronous compilation. > > Please review. > > Marek > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev