On 15 November 2017 at 19:29, Gert Wollny <gw.foss...@gmail.com> wrote: > Dear all, > > since on r600 the tesselation shaders don't go through the sb-optimizer I > though it might help to improve performance by applying some optimizations > to the created assembly. The patches are experimental but to a point where > I think some input from you could be helpful. > > This patch series does the following optimizations: > - pre-calculate and re-use address offsets that were always calculated > on the fly > - only load from LDS what is really requested (based on the source swizzle > masks > of the input values). > - preload all used elements in cases where the shader would only partially > load > data in different places. > > At this point there are no piglit regressions, but an unrelated GOU lockup is > triggered. (Dave and me are already testing patches for this).
So I haven't commited these yet, because I wanted to see if I could get sb to work. https://cgit.freedesktop.org/~airlied/mesa/log/?h=r600-sb-lds-wip is my non functional attempt, so far, biut it gpu hangs on the nop shader. I'm away for a week, so I might try and look at it against after that. Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev