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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580#c21">Comment # 21</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580">bug 89580</a>
from <span class="vcard"><a class="email" href="mailto:elima@igalia.com" title="Eduardo Lima Mitev <elima@igalia.com>"> <span class="fn">Eduardo Lima Mitev</span></a>
</span></b>
<pre>(In reply to Jason Ekstrand from <a href="show_bug.cgi?id=89580#c20">comment #20</a>)
<span class="quote">> (In reply to Eduardo Lima Mitev from <a href="show_bug.cgi?id=89580#c19">comment #19</a>)
> > We still have some work left improving certain implementations and getting
> > rid of some FIXMEs, but we will start cleaning and squashing patches already.
> >
> > <a href="https://github.com/Igalia/mesa/commits/nir-vec4">https://github.com/Igalia/mesa/commits/nir-vec4</a>
>
> Good work! I look forward to seeing the patches. I haven't had much chance
> to look over things for a while. At this point, I'll probably just wait for
> patches unless you want feedback on something specific prior to sending them.
> </span >
Yes, it sounds good. We are preparing the patch set and hope to send it this
week already.
The only controversial part at this point is the uniform support. The way
vec4_visitor and fs_nir handle uniform the file differ significantly. Right now
we have the vec4_visitor implementation but to make it work well with nir, we
have had to patch nir directly in some rather hackish ways. So Igo and Samuel
are evaluating a full rewrite of the uniform support to have it similar to
fs_nir layout instead. I will let them comment on it directly, if/when they see
fit
<span class="quote">> Once we get the initial pass merged, it would be good to spend some time
> looking at how the NIR pass performs relative to the old fs_visitor code.
> One tool we have for this is shader-db.
> </span >
Yes, we know shader-db and have used it already. We will definitely be looking
into performance after we get the support in.
>
<span class="quote">> Matt ran shader-db on your branch
> yesterday and the instruction count is at +1% vs. non-NIR in affected
> programs. That is actually pretty fantastic.
> ...
> It shouldn't take terribly long to figure out
> the major pain-points and get them fixed. Talk to me, Matt, or Ken offline
> and we'll find a way to get shader-db to you.
> </span >
Ok great. Thank you both for the offer.
<span class="quote">> Improving the shader-db numbers is *not* a prerequisite for getting it
> merged, just a prerequisite for turning it on by default.</span >
Yes, it makes perfect sense.</pre>
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