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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - 4-27% performance drop in Vulkan benchmarks"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109216#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - 4-27% performance drop in Vulkan benchmarks"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109216">bug 109216</a>
from <span class="vcard"><a class="email" href="mailto:idr@freedesktop.org" title="Ian Romanick <idr@freedesktop.org>"> <span class="fn">Ian Romanick</span></a>
</span></b>
<pre>(In reply to Eero Tamminen from <a href="show_bug.cgi?id=109216#c5">comment #5</a>)
<span class="quote">> (In reply to Lionel Landwerlin from <a href="show_bug.cgi?id=109216#c4">comment #4</a>)
> > commit 8fb8ebfbb05d3323481c8ba6d320b3a3580bad99
> > Author: Ian Romanick <<a href="mailto:ian.d.romanick@intel.com">ian.d.romanick@intel.com</a>>
> > Date: Tue May 22 18:56:41 2018 -0700
> >
> > intel/compiler: More peephole select
> >
> > Shader-db results:
> >
> > The one shader hurt for instructions is a compute shader that had both
> > spills and fills hurt.
>
> I think shaders in Sacha Willems' Vulkan demos would also need to be added
> to shader-db. According to INTEL_DEBUG output, Deferred Multisampling demo
> doesn't have any compute shaders or spills/fills, and it regressed most.</span >
Adding the GLSL shader won't actually help this problem. We'd have to add the
SPIR-V instead. The issue is the weird way that glslang generates for-loops.
I have a test case that reproduces the issue in plain GLSL.</pre>
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