On Nov 13, 2016 14:32, "Marek Olšák" wrote:
>
> Interesting idea. Also added this:
>
Oh, nice! Gotta catch them all :-)
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index cc28b26..295d10b 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker
Forwarding to the mailing list because I'm an idiot and am apparently not
able to email.
> 2016-11-13 10:39 GMT+01:00 Timothy Arceri :
> > On Sun, 2016-11-13 at 02:29 +0100, Thomas Helland wrote:
> >> It turns out that only 8% of shaders benefit from more than one run
> >> of the do_common_optimiz
> I've tested my private shader-db (26011 shaders, many games). I see
> only 2 regressions on radeonsi, both are changes in the code size:
> WORST REGRESSIONS - Code Size
> Before After Delta Percentage
> shaders/private/alien_isolation/788.shader_test [0]
> 8784 9080 2963
Interesting idea. Also added this:
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index cc28b26..295d10b 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4985,10 +4985,9 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog
On Sun, 2016-11-13 at 02:29 +0100, Thomas Helland wrote:
> It turns out that only 8% of shaders benefit from more than one run
> of the do_common_optimization function, now that it has the loop.
> Doing only one run makes no difference to instruction count with NIR.
>
> 8324 shaders were run
This
It turns out that only 8% of shaders benefit from more than one run
of the do_common_optimization function, now that it has the loop.
Doing only one run makes no difference to instruction count with NIR.
8324 shaders were run
8128 benefit from 1 calls to do_common_optimization
679 benefit from 2