On Wed, 2015-07-15 at 11:53 -0700, Eric Anholt wrote: > 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?
Thanks for the suggestion, I was hoping that would be the answer but seems we can't do it yet. However I seem to have a solution to my problem which was quite simple in the end. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev