Timothy Arceri <t_arc...@yahoo.com.au> writes: > Hi guys, > > As I've mentioned a couple of times in previous patches some of the cts AoA > tests are taking very long time to compile. This is due to excessive > optimisation passes mainly in the glsl optimisations (there are some slowdowns > in the intel backend too but these seemed to go away when I tried the new nir > vec4 backend). > > I fixed part of the problem with this patch to do the dead code elimination in > a single pass [1]. > These excessive passes exist in normal shaders but its generally not an issue > as the number of passes is generally quite low, and inexpensive. However when > you have an 8 dimensional array constantly walking this becomes quite > expensive. > > The remaining issue I'm seeking some advice for is with constant > propagation/folding. > > It seems for interators used in loops you can get into a situation where an > optimisation pass is needed for each loop iteration in order to make all > values of the iterator constant. > > I didn't have look too find some real world examples of this in the public > shader-db. For example here is it happening for a Unity shader:
How about if we just disable the GLSL IR constant prop pass when NIR is enabled?
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