Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-13 Thread Paul Berry
On 13 December 2012 03:44, Ian Romanick wrote: > Patches 1 through 4 are > > Reviewed-by: Ian Romanick > > I'll try to make it through the rest tomorrow. I have skimmed them, and > it looks mostly okay. I thing a good follow-up patch will be to pull a > bunch of the new stuff out to a new file

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-13 Thread Ian Romanick
Patches 1 through 4 are Reviewed-by: Ian Romanick I'll try to make it through the rest tomorrow. I have skimmed them, and it looks mostly okay. I thing a good follow-up patch will be to pull a bunch of the new stuff out to a new file link_varyings.cpp or something. linker.cpp is getting a

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 12:53, Marek Olšák wrote: > On Wed, Dec 12, 2012 at 9:21 PM, Eric Anholt wrote: > > Marek Olšák writes: > > > >> On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry > wrote: > >>> On 11 December 2012 23:49, Aras Pranckevicius > wrote: > Not sure if relevant for Mesa, but e.g.

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 12:44, Aras Pranckevicius wrote: > > Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to >>> pack two vec2 texture coordinates into a single vec4. That's because var.xy >>> texture read can be "prefetched", whereas var.zw texture read is not >>> prefetche

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Marek Olšák
On Wed, Dec 12, 2012 at 9:21 PM, Eric Anholt wrote: > Marek Olšák writes: > >> On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry wrote: >>> On 11 December 2012 23:49, Aras Pranckevicius wrote: Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to pack two vec2 texture co

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Aras Pranckevicius
> Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to >> pack two vec2 texture coordinates into a single vec4. That's because var.xy >> texture read can be "prefetched", whereas var.zw texture read is not >> prefetched (essentially treated as a dependent texture read), and oft

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Eric Anholt
Marek Olšák writes: > On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry wrote: >> On 11 December 2012 23:49, Aras Pranckevicius wrote: >>> Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to >>> pack two vec2 texture coordinates into a single vec4. That's because var.xy >>> text

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Marek Olšák
On Wed, Dec 12, 2012 at 7:51 PM, Paul Berry wrote: > On 12 December 2012 10:21, Paul Berry wrote: >> >> On 12 December 2012 09:09, Marek Olšák wrote: >>> >>> R300 and R400 support 4 texture indirections (as defined by >>> ARB_fragment_program). Adding ALU instructions before the first TEX >>> in

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 10:21, Paul Berry wrote: > On 12 December 2012 09:09, Marek Olšák wrote: > >> R300 and R400 support 4 texture indirections (as defined by >> ARB_fragment_program). Adding ALU instructions before the first TEX >> instruction increases the number of texture indirections by 1, w

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 09:09, Marek Olšák wrote: > R300 and R400 support 4 texture indirections (as defined by > ARB_fragment_program). Adding ALU instructions before the first TEX > instruction increases the number of texture indirections by 1, which > might make some shaders not be executable on t

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 09:51, Eric Anholt wrote: > Paul Berry writes: > > > On 12 December 2012 00:02, Eric Anholt wrote: > > > >> Paul Berry writes: > >> > >> > This patch series adds varying packing to Mesa, so that we can handle > >> > varyings composed of things other than vec4's without usin

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Eric Anholt
Paul Berry writes: > On 12 December 2012 00:02, Eric Anholt wrote: > >> Paul Berry writes: >> >> > This patch series adds varying packing to Mesa, so that we can handle >> > varyings composed of things other than vec4's without using up extra >> > varying components. >> >> Results for glbenchma

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Marek Olšák
On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry wrote: > On 11 December 2012 23:49, Aras Pranckevicius wrote: >> >> >>> For the initial implementation I've chosen a strategy that operates >>> exclusively at the GLSL IR level, so that it doesn't require the >>> cooperation of the driver back-ends. >>

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 00:02, Eric Anholt wrote: > Paul Berry writes: > > > This patch series adds varying packing to Mesa, so that we can handle > > varyings composed of things other than vec4's without using up extra > > varying components. > > Results for glbenchmark 2.7 at 320x240 (units of fps

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 11 December 2012 23:49, Aras Pranckevicius wrote: > > For the initial implementation I've chosen a strategy that operates >> exclusively at the GLSL IR level, so that it doesn't require the >> cooperation of the driver back-ends. > > > Wouldn't this negatively affect performance of some GPUs?

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 00:02, Eric Anholt wrote: > Paul Berry writes: > > > This patch series adds varying packing to Mesa, so that we can handle > > varyings composed of things other than vec4's without using up extra > > varying components. > > Results for glbenchmark 2.7 at 320x240 (units of fps

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Eric Anholt
Paul Berry writes: > This patch series adds varying packing to Mesa, so that we can handle > varyings composed of things other than vec4's without using up extra > varying components. Results for glbenchmark 2.7 at 320x240 (units of fps): N Min MaxMedian

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-11 Thread Aras Pranckevicius
> For the initial implementation I've chosen a strategy that operates > exclusively at the GLSL IR level, so that it doesn't require the > cooperation of the driver back-ends. Wouldn't this negatively affect performance of some GPUs? Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's re

[Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-11 Thread Paul Berry
This patch series adds varying packing to Mesa, so that we can handle varyings composed of things other than vec4's without using up extra varying components. For the initial implementation I've chosen a strategy that operates exclusively at the GLSL IR level, so that it doesn't require the cooper