On Tue, Sep 22, 2015 at 4:29 PM, Matt Turner wrote:
> On Mon, Sep 21, 2015 at 7:22 PM, Jason Ekstrand wrote:
>> On Mon, Sep 21, 2015 at 6:15 PM, Jason Ekstrand wrote:
>>>
>>> On Sep 21, 2015 5:45 PM, "Matt Turner" wrote:
On Mon, Sep 21, 2015 at 3:18 PM, Jason Ekstrand
wrote:
>>>
On Mon, Sep 21, 2015 at 7:22 PM, Jason Ekstrand wrote:
> On Mon, Sep 21, 2015 at 6:15 PM, Jason Ekstrand wrote:
>>
>> On Sep 21, 2015 5:45 PM, "Matt Turner" wrote:
>>>
>>> On Mon, Sep 21, 2015 at 3:18 PM, Jason Ekstrand
>>> wrote:
>>> > At this point, piglit is the same as for GLSL and the shad
On Mon, Sep 21, 2015 at 6:15 PM, Jason Ekstrand wrote:
>
> On Sep 21, 2015 5:45 PM, "Matt Turner" wrote:
>>
>> On Mon, Sep 21, 2015 at 3:18 PM, Jason Ekstrand
>> wrote:
>> > At this point, piglit is the same as for GLSL and the shader-db numbers
>> > are
>> > looking pretty good. On SNB, GLSL v
On Sep 21, 2015 5:45 PM, "Matt Turner" wrote:
>
> On Mon, Sep 21, 2015 at 3:18 PM, Jason Ekstrand
wrote:
> > At this point, piglit is the same as for GLSL and the shader-db numbers
are
> > looking pretty good. On SNB, GLSL vs. NIR for vec4 programs is:
> >
> >total instructions in shared pro
On Mon, Sep 21, 2015 at 3:18 PM, Jason Ekstrand wrote:
> At this point, piglit is the same as for GLSL and the shader-db numbers are
> looking pretty good. On SNB, GLSL vs. NIR for vec4 programs is:
>
>total instructions in shared programs: 2020573 -> 1822601 (-9.80%)
>instructions in aff
At this point, piglit is the same as for GLSL and the shader-db numbers are
looking pretty good. On SNB, GLSL vs. NIR for vec4 programs is:
total instructions in shared programs: 2020573 -> 1822601 (-9.80%)
instructions in affected programs: 1883334 -> 1685362 (-10.51%)
helped: