On Thu, Jun 22, 2017 at 12:25 PM, Timothy Arceri wrote:
> On 22/06/17 18:46, Samuel Pitoiset wrote:
>>
>> Here's a shader-db report:
>>
>> https://pastebin.com/raw/QBMnF2pv
>>
>> This doesn't sound like a total win actually...
>
>
> I'm surprised to see this. I thought we pretty much unrolled ever
On 22/06/17 18:46, Samuel Pitoiset wrote:
Here's a shader-db report:
https://pastebin.com/raw/QBMnF2pv
This doesn't sound like a total win actually...
I'm surprised to see this. I thought we pretty much unrolled everything
already, although maybe that was what happened after NIR unrolling.
Here's a shader-db report:
https://pastebin.com/raw/QBMnF2pv
This doesn't sound like a total win actually...
For now, patches 1&2 are:
Reviewed-by: Samuel Pitoiset
On 06/21/2017 12:12 PM, Timothy Arceri wrote:
The main reason these restriction exist is because glsl the loop
unrolling pass i
On 21.06.2017 12:12, Timothy Arceri wrote:
The main reason these restriction exist is because glsl the loop
unrolling pass is super slow with large loops.
be5f27a84d0d fixed things so that expression trees were counted
against the limit, however it left the limit as
max_iterations * 5 which is a
On 22/06/17 01:42, Eero Tamminen wrote:
Hi,
On 21.06.2017 13:12, Timothy Arceri wrote:
The main reason these restriction exist is because glsl the loop
unrolling pass is super slow with large loops.
be5f27a84d0d fixed things so that expression trees were counted
against the limit, however it l
Hi,
On 21.06.2017 13:12, Timothy Arceri wrote:
The main reason these restriction exist is because glsl the loop
unrolling pass is super slow with large loops.
be5f27a84d0d fixed things so that expression trees were counted
against the limit, however it left the limit as
max_iterations * 5 which
Perhaps someone would comment on the last patch, but makes sense to me.
The three patch series is:
Reviewed-by: Alejandro Piñeiro
On 21/06/17 12:12, Timothy Arceri wrote:
> The main reason these restriction exist is because glsl the loop
> unrolling pass is super slow with large loops.
>
> be5f2
The main reason these restriction exist is because glsl the loop
unrolling pass is super slow with large loops.
be5f27a84d0d fixed things so that expression trees were counted
against the limit, however it left the limit as
max_iterations * 5 which is actually fine for most shaders but
probably ov