[Mesa-dev] ARB_arrays_of_arrays GLSL ES

Timothy Arceri t_arceri at yahoo.com.au
Thu Jun 25 01:19:32 PDT 2015


On Wed, 2015-06-24 at 11:17 -0700, Jason Ekstrand wrote:
> On Sat, Jun 20, 2015 at 5:32 AM, Timothy Arceri <
> t_arceri at yahoo.com.au> wrote:
> > Hi all,
> > 
> > The restrictions in ES make the extension easier to implement so
> > I thought I'd try get this stuff reviewed an committed before 
> > finishing
> > up the full extension.
> > The bits that I'm still working on for the desktop version are AoA 
> > inputs
> > outputs, and interface blocks.
> > 
> > The only thing I know is definatly missing in this series for ES is
> > support for indirect indexing of samplers, but that didn't seem 
> > like
> > something that should hold up the series.
> > 
> > Once the SSBO series lands (with a patch that restricts unsized 
> > arrays)
> > then all the AoA ES conformance tests will pass.
> > 
> > There are already a bunch of piglit tests in git but I've just sent 
> > a
> > series with all the patches still waiting review here:
> > http://lists.freedesktop.org/archives/piglit/2015-June/016312.html
> > 
> > I haven't made a patch marking this as done yet because currently
> > the i965 backend takes a very long time trying to optimise some of 
> > the
> > conformance tests. They still pass but they are taking 15-minutes+ 
> > just
> > to compile so this really needs to be sorted out first. If someone 
> > with
> > more knowledge in this area than me wants to take a look at this I 
> > would
> > be greatful for being pointed in the right direction.
> 
> Can you try it with this patch:
> 
> http://lists.freedesktop.org/archives/mesa-dev/2015-June/086011.html

Hi Jason,

I tried that patch it didn't seem to make any difference, then I
noticed its for fs. The slowdown is currently happening in
vec4_live_variables. I've also noticed other large slowdowns with some
piglit tests I've been working on this time in the register allocate
code.

Once I finish fixing up some bugs with my current patchset I'll start
digging deeper, just thought since it's so noticeably slow it might be
easy for someone with good knowledge of the backend to point out where
I should start looking, or to say your doing this wrong.

One thing the slow shaders have in common is the use of arrays of
arrays in nested loops so maybe something funny is going on when they
go through the optimisation paths, I haven't spent much time looking at
any of these passes yet so its highly likely they don't work as
expected for arrays of arrays.

Thanks anyway,
Tim  


> 
> > If useful the series is in the 'gles4' branch of the repo here:
> > https://github.com/tarceri/Mesa_arrays_of_arrays.git
> > 
> > Thanks,
> > Tim
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/mesa-dev


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