Re: [Mesa-dev] [PATCH 3/3] glsl: Reassociate multiplication of mat*mat*vec.

2015-04-01 Thread Jason Ekstrand
On Mon, Mar 30, 2015 at 11:54 AM, Matt Turner wrote: > On Sat, Mar 28, 2015 at 11:03 AM, Jason Ekstrand wrote: >> On Fri, Mar 27, 2015 at 9:22 PM, Matt Turner wrote: >>> The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but >>> mat4*(mat4*vec4) is only 32. >>> >>> On HSW (with vec

Re: [Mesa-dev] [PATCH 3/3] glsl: Reassociate multiplication of mat*mat*vec.

2015-03-30 Thread Matt Turner
On Sat, Mar 28, 2015 at 11:03 AM, Jason Ekstrand wrote: > On Fri, Mar 27, 2015 at 9:22 PM, Matt Turner wrote: >> The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but >> mat4*(mat4*vec4) is only 32. >> >> On HSW (with vec4 vertex shaders): >> instructions in affected programs:

Re: [Mesa-dev] [PATCH 3/3] glsl: Reassociate multiplication of mat*mat*vec.

2015-03-28 Thread Jason Ekstrand
On Fri, Mar 27, 2015 at 9:22 PM, Matt Turner wrote: > The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but > mat4*(mat4*vec4) is only 32. > > On HSW (with vec4 vertex shaders): > instructions in affected programs: 4420 -> 3194 (-27.74%) > > On BDW (with scalar vertex shaders):

Re: [Mesa-dev] [PATCH 3/3] glsl: Reassociate multiplication of mat*mat*vec.

2015-03-28 Thread Chris Forbes
For the series: Reviewed-by: Chris Forbes On Sat, Mar 28, 2015 at 5:22 PM, Matt Turner wrote: > The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but > mat4*(mat4*vec4) is only 32. > > On HSW (with vec4 vertex shaders): > instructions in affected programs: 4420 -> 3194 (-27.7

[Mesa-dev] [PATCH 3/3] glsl: Reassociate multiplication of mat*mat*vec.

2015-03-27 Thread Matt Turner
The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but mat4*(mat4*vec4) is only 32. On HSW (with vec4 vertex shaders): instructions in affected programs: 4420 -> 3194 (-27.74%) On BDW (with scalar vertex shaders): instructions in affected programs: 12756 -> 6726 (-47.27%) I