On Wed, Jan 10, 2018 at 3:13 PM, Gert Wollny <gw.foss...@gmail.com> wrote:
> Am Mittwoch, den 10.01.2018, 16:36 +0100 schrieb Gert Wollny:
>> This seems to satisfy the sb optimizer, i.e. no regressions in the
>> piglits compared to disabling sb for tesselation shaders with
>> barriers but enabling them in general.
>> ---
>
> Actually, it seems this is not enough, at least for Tomb Raider which
> uses one tessellation control shader with a barrier. The optimizer
> reorders the LDS instructions around the barrier in a way that in the
> optimized version there are more reads before it than in the original
> byte code.
>
> The number of writes is the same though, and as far as I can tell from
> the TGSI, the values written to LDS before the barrier are not read
> back within the shader - which makes me wonder whether the barrier is
> actually necessary.

If your hardware executes all the vertices in parallel, then a barrier
should be unnecessary.

  -ilia
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to