Ping!

Any news, reviews --- anyone?

I'm running this all day without a hitch.

Cheers,
Dieter

Am 23.05.2017 05:40, schrieb Dieter Nützel:
For the series:

Tested-by: Dieter Nützel <die...@nuetzel-hh.de>

on radeonsi/RX580

Unigine_Heaven-4.0, Unigine_Valley-1.0, Unigine_Superposition-1.0,
LS2015 (Wine-staging), Mesa-demos (objviewer)

Dieter

Am 22.05.2017 20:55, schrieb Thomas Helland:
While this doesn't prehash all the things, it does switch quite a lot
of places from doing a search and then a subsequent insert to first
hash the key, and then use this hash when searching / inserting.
While our new pointer hashing function remedied much of our overhead
hashing pointers, there is still more to gain here. This cuts executed
instructions / task-clock by about 0.5% on a shader-db run on my i965
running machine. While that's not a lot, it is still a nice little
improvement on the way to less overhead. The changes should also be
fairly trivial, so it's not much of a burden.

Thomas Helland (6):
  glsl: Prehash in refcount hash table to reduce hashing
  nir: Prehash in instr_set to avoid hashing twice
  glsl: Prehash in constant propagation
  glsl: Prehash in constant variable pass to avoid hashing twice
  glsl: Prehash to avoid computing the hash twice
  util: Avoid computing hash twice in string_to_uint_map

 src/compiler/glsl/ir_variable_refcount.cpp          | 7 +++++--
 src/compiler/glsl/opt_constant_propagation.cpp      | 8 +++++---
 src/compiler/glsl/opt_constant_variable.cpp         | 6 ++++--
 src/compiler/glsl/opt_copy_propagation_elements.cpp | 7 +++++--
 src/compiler/nir/nir_instr_set.c                    | 7 +++++--
 src/util/string_to_uint_map.h                       | 9 ++++++---
 6 files changed, 30 insertions(+), 14 deletions(-)
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