On 15/12/18 1:16 pm, Timothy Arceri wrote:
On 15/12/18 7:32 am, Marek Olšák wrote:
For patches 1-3:
Reviewed-by: Marek Olšák <marek.ol...@amd.com
<mailto:marek.ol...@amd.com>>
Thanks!
I'm not so knowledgeable to be able to comment on patch 4.
Does it also merge varyings such as (x,y,undef,undef) and
(x,undef,undef,w)? There is a game which outputs (x,y,z,undef) and
(x,y,undef,undef) where the vertex shader is a SSO.
No. All of the link-time optimisations in NIR are currently only applied
at actual link-time. I've often thought about adding a way to apply
these to SSO shaders but this is unlikely something I will end up
working on since our main focus these days is on Vulkan and there we
always link the entire pipeline so its not an issue.
Just to be clear. The exiting NIR link-time optimisations we have will
already convert (x,y,undef,undef) and (x,undef,undef,w) to (x,y,x,w).
This pass just takes things further, eliminating components holding the
same value if we can detect it.
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