[Mesa-dev] [PATCH 0/3 v3] r600g: shader logic improvements
Constantine Kharlamov
Hi-Angel at yandex.ru
Mon Apr 10 20:04:34 UTC 2017
Although I didn't see a statistically significant change in GTAⅣ benchmark, it
seem to have reduced stall for opening the door from a house to the outer world
at the first savepoint.
No changes in gpu.py tests of piglit in gbm mode.
v2: In the 1-st patch was occasionally removed empty line. Don't do that.
To the 3-rd patch added a check I missed because of macros using prefix.
Tbh I'd rather prefer to split ps-related logic out of
r600_update_derived_state(), but after more than hour of looking into it,
and with understanding only half of the logic, I gave up.
v3: 1-st patch: get the check for null tes and gs back, while I haven't
figured out the best way to move stride assignment into
r600_update_derived_state() (as it is in radeonsi).
2,3 are the same, already reviewed, and rebased against the 1-st.
Constantine Kharlamov (3):
r600g: skip repeating vs, gs, and tes shader binds
r600g: add draw_vbo check for a NULL pixel shader
r600g: get rid of dummy pixel shader
src/gallium/drivers/r600/evergreen_state.c | 1 +
src/gallium/drivers/r600/r600_pipe.c | 9 ----
src/gallium/drivers/r600/r600_pipe.h | 4 +-
src/gallium/drivers/r600/r600_state.c | 3 +-
src/gallium/drivers/r600/r600_state_common.c | 73 ++++++++++++++++------------
5 files changed, 47 insertions(+), 43 deletions(-)
--
2.12.2
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