On Fri, Dec 14, 2018 at 9:16 PM Timothy Arceri <tarc...@itsqueeze.com> 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. > RadeonSI can also always link entire pipelines. I have code that does it using asynchronous compilation. However, the amount of time to compile everything is crazy, and even though I don't get any stutters, all CPU cores are at 100% for quite some time. I guess DXVK suffers from the same problem and so DX10/11 would greatly benefit from a native DX11 driver (e.g. gallium). Marek
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