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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - >2% perf drop in GfxBench T-Rex with "i965: disable loop unrolling in GLSL IR""
href="https://bugs.freedesktop.org/show_bug.cgi?id=99221#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - >2% perf drop in GfxBench T-Rex with "i965: disable loop unrolling in GLSL IR""
href="https://bugs.freedesktop.org/show_bug.cgi?id=99221">bug 99221</a>
from <span class="vcard"><a class="email" href="mailto:mattst88@gmail.com" title="Matt Turner <mattst88@gmail.com>"> <span class="fn">Matt Turner</span></a>
</span></b>
<pre>(In reply to Eero Tamminen from <a href="show_bug.cgi?id=99221#c9">comment #9</a>)
<span class="quote">> SynMark PSPhong case seems similar (worse scheduling and more register bank
> conflicts).
>
> In the SynMark PSPom case, fragment shader has two loops of which GLSL IR
> can unroll the other, but NIR doesn't unroll either of them.
>
> Should NIR be able to unroll loops with non-integer loop counter, like GLSL
> IR did:
> ------------------------
> for (float i = 0.02; i < 0.9; i += 0.11)
> maxSh += (texture(normalTex, texCoord + lightRay * i).a - sh0) * (1.0 -
> i) * shadowSoftening;
> ------------------------
> ?</span >
This is going to get really confusing really quickly is we're trying to debug 5
different regressions in the same bug. I recommend filing new bugs for each on
that we're analyzing and making them block a TRACKER bug.</pre>
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