On Monday, December 12, 2016 4:35:46 PM PST Marek Olšák wrote:
[snip]
> Yeah, the GLSL compiler can't really do anything if it sees a bitcast.
> I tried to write a pass that removes bitcasts, but it's a PITA because
> you can have a vec4 where xzw are used as float and y as int.
>
> I just gave up
On Mon, Dec 12, 2016 at 6:28 AM, Timothy Arceri
wrote:
> On Mon, 2016-12-12 at 11:35 +1100, Timothy Arceri wrote:
>> On Sun, 2016-12-11 at 00:00 -0800, Kenneth Graunke wrote:
>> >
>> > On Saturday, December 10, 2016 12:37:16 PM PST Matt Turner wrote:
>> > >
>> > >
>> > > On Fri, Dec 9, 2016 at 8:2
On Mon, 2016-12-12 at 11:35 +1100, Timothy Arceri wrote:
> On Sun, 2016-12-11 at 00:00 -0800, Kenneth Graunke wrote:
> >
> > On Saturday, December 10, 2016 12:37:16 PM PST Matt Turner wrote:
> > >
> > >
> > > On Fri, Dec 9, 2016 at 8:28 PM, Kenneth Graunke > > e.
> > > org> wrote:
> > > >
> >
On Sun, 2016-12-11 at 00:00 -0800, Kenneth Graunke wrote:
> On Saturday, December 10, 2016 12:37:16 PM PST Matt Turner wrote:
> >
> > On Fri, Dec 9, 2016 at 8:28 PM, Kenneth Graunke > org> wrote:
> > >
> > > A number of games have large arrays of constants, which we
> > > promote to
> > > unifor
I don't see any difference in Deus Ex, but F1 2015 uses 64% less
spilled-temp-array memory with this on GCN.
Marek
On Sat, Dec 10, 2016 at 5:28 AM, Kenneth Graunke wrote:
> A number of games have large arrays of constants, which we promote to
> uniforms. This introduces copies from the uniform
On Saturday, December 10, 2016 12:37:16 PM PST Matt Turner wrote:
> On Fri, Dec 9, 2016 at 8:28 PM, Kenneth Graunke wrote:
> > A number of games have large arrays of constants, which we promote to
> > uniforms. This introduces copies from the uniform array to the original
> > temporary array. No
On Fri, Dec 9, 2016 at 8:28 PM, Kenneth Graunke wrote:
> A number of games have large arrays of constants, which we promote to
> uniforms. This introduces copies from the uniform array to the original
> temporary array. Normally, copy propagation eliminates those copies,
> making everything refe
A number of games have large arrays of constants, which we promote to
uniforms. This introduces copies from the uniform array to the original
temporary array. Normally, copy propagation eliminates those copies,
making everything refer to the uniform array directly.
A number of shaders in "Deus E