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.
>
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