On Fri, 6 Jan 2012 16:50:00 -0800, "Ian Romanick" <i...@freedesktop.org> wrote: > From: Ian Romanick <ian.d.roman...@intel.com> > > There are several things that could cause the fragment shader > precompile to fail. Looking for calls to 'fail' in brw_fs_visitor.cpp > finds three classes of things: > > * Trying to emit instructions that are invalid in 16-wide mode. > > * Trying to emit instructions that should have been lowered. > > * Register allocation failures.
I'm really sad to see this code go. It's been incredibly useful for tracking regressions in our code generation quality -- we have no other current tool for doing so, since doing actual measurement requires testing infrastructure we don't have. Apitracing single frames of apps would get us close to this, but it will miss shaders not involved in the frame you choose, the disk space cost is still stunning, redistribution of a collection of traces is even more difficult to accomplish while respecting copyright than shader-db, and we don't have any current collection of traces at all. If there's any way to retain this code, I'd like to.
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