Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-11 Thread Eero Tamminen
Hi, On 06.07.2018 00:28, Jason Ekstrand wrote: On Thu, Jul 5, 2018 at 2:18 PM, Jason Ekstrand > wrote: [...] >> Optimizing for the latter case is an essentially >> heuristic assumption that needs to be verified experimentally.  Have you >> t

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-05 Thread Jason Ekstrand
On Thu, Jul 5, 2018 at 2:18 PM, Jason Ekstrand wrote: > On Thu, Jul 5, 2018 at 11:03 AM, Francisco Jerez > wrote: > >> Jason Ekstrand writes: >> >> > On Wed, Jul 4, 2018 at 1:20 PM, Francisco Jerez >> > wrote: >> > >> >> Jason Ekstrand writes: >> >> >> >> > Many fragment shaders do a discard

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-05 Thread Jason Ekstrand
On Thu, Jul 5, 2018 at 11:03 AM, Francisco Jerez wrote: > Jason Ekstrand writes: > > > On Wed, Jul 4, 2018 at 1:20 PM, Francisco Jerez > > wrote: > > > >> Jason Ekstrand writes: > >> > >> > Many fragment shaders do a discard using relatively little information > >> > but still put the discard

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-05 Thread Francisco Jerez
Jason Ekstrand writes: > On Wed, Jul 4, 2018 at 1:20 PM, Francisco Jerez > wrote: > >> Jason Ekstrand writes: >> >> > Many fragment shaders do a discard using relatively little information >> > but still put the discard fairly far down in the shader for no good >> > reason. If the discard is m

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Jason Ekstrand
On July 4, 2018 15:35:15 Bas Nieuwenhuizen wrote: On Wed, Jul 4, 2018 at 11:00 PM, Jason Ekstrand wrote: On Wed, Jul 4, 2018 at 1:20 PM, Francisco Jerez wrote: Jason Ekstrand writes: Many fragment shaders do a discard using relatively little information but still put the discard fairly

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Bas Nieuwenhuizen
On Wed, Jul 4, 2018 at 11:00 PM, Jason Ekstrand wrote: > On Wed, Jul 4, 2018 at 1:20 PM, Francisco Jerez > wrote: >> >> Jason Ekstrand writes: >> >> > Many fragment shaders do a discard using relatively little information >> > but still put the discard fairly far down in the shader for no good >

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Jason Ekstrand
On Wed, Jul 4, 2018 at 1:20 PM, Francisco Jerez wrote: > Jason Ekstrand writes: > > > Many fragment shaders do a discard using relatively little information > > but still put the discard fairly far down in the shader for no good > > reason. If the discard is moved higher up, we can possibly avo

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Francisco Jerez
Jason Ekstrand writes: > Many fragment shaders do a discard using relatively little information > but still put the discard fairly far down in the shader for no good > reason. If the discard is moved higher up, we can possibly avoid doing > some or almost all of the work in the shader. When thi

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Jason Ekstrand
On Wed, Jul 4, 2018 at 10:00 AM, Matt Turner wrote: > On Wed, Jul 4, 2018 at 9:59 AM Jason Ekstrand > wrote: > > > > Many fragment shaders do a discard using relatively little information > > but still put the discard fairly far down in the shader for no good > > reason. If the discard is moved

Re: [Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Matt Turner
On Wed, Jul 4, 2018 at 9:59 AM Jason Ekstrand wrote: > > Many fragment shaders do a discard using relatively little information > but still put the discard fairly far down in the shader for no good > reason. If the discard is moved higher up, we can possibly avoid doing > some or almost all of th

[Mesa-dev] [PATCH v2 2/3] nir: Add a discard optimization pass

2018-07-04 Thread Jason Ekstrand
Many fragment shaders do a discard using relatively little information but still put the discard fairly far down in the shader for no good reason. If the discard is moved higher up, we can possibly avoid doing some or almost all of the work in the shader. When this lets us skip texturing operatio