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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Shader branches excluded by uniform values are not optimized out"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83785#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Shader branches excluded by uniform values are not optimized out"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83785">bug 83785</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=83785#c2">comment #2</a>)
<span class="quote">> Sorry - I'm talking about llvmpipe (Speaking of...what is the right bug
> component to choose for llvmpipe)?</span >
There isn't any, so typically it's other.
<span class="quote">>
> Seems not too simple to fix, but on the other hand some low hanging fruit
> (conceptually) to significantly improve performance.</span >
Don't forget llvmpipe is mostly useful for running simple things, like for
instance desktop compositing, where the shaders might not even have any control
flow. I agree it should help with more complex shaders, but optimizing for that
just wasn't that important - developer time isn't unlimited. But feel free to
give it a try :-).</pre>
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