Is this a reimplementation of the same algorithm in a more efficient manner, or an implementation of a different algorithm which happens to also run faster? The reason I ask is whether I should be seeing any differences in shader-db with these at all or not.
Cheers, -ilia On Tue, May 30, 2017 at 1:52 AM, Dave Airlie <airl...@gmail.com> wrote: > While looking at the fp64 emulation code, we were spending minutes > in the glsl->tgsi passes as some tests were producing shaders with >> 32000 temporaries. Now it might be possible to reduce these earlier > with some GLSL passes, but this code is pretty bad as-is. > > This reduces one test execution time from 4m30 -> 5s. > > I've not regression tested these much, but someone interested > might want to throw them at some slow compile situations to see > if they help any. > > I'll give them a lot more testing before I consider them non RFC. > > Dave. > > _______________________________________________ > 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