[Mesa-dev] [PATCH] gallivm: simplify geometry shader mask handling a bit
Zack Rusin
zackr at vmware.com
Mon Aug 12 12:22:20 PDT 2013
> From: Roland Scheidegger <sroland at vmware.com>
>
> Instead of reducing masks to 0/1 simply use the mask directly as -1.
> Also use some signed comparison instead of unsigned (as far as I understand
> these values have to be (very) small and signed means llvm doesn't have to
> apply additional logic to do the unsigned comparisons the cpu can't do).
> Saves a couple of instructions in some test geometry shader here.
>
> v2: that was a bit to much optimization, don't skip combining the masks...
k, I think that one looks good.
Reviewed-by: Zack Rusin <zackr at vmware.com>
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