[Mesa-dev] [PATCH 0/3] Minor fixed-function fragment shader cache key optimizations.
Jason Ekstrand
jason at jlekstrand.net
Mon Mar 27 19:10:36 UTC 2017
On March 27, 2017 10:24:47 AM Gustaw Smolarczyk <wielkiegie at gmail.com> wrote:
> Hello,
>
> I was playing with profiling Minecraft on radeonsi in perf and found that
> _mesa_get_fixed_func_fragment_program was a little bit too high in the profile
> log than it should. I assumed that most of it comes from make_state_key static
> function which I am trying to optimize now in the spare time.
>
> I started with a few pretty simple things. I don't think they will help much,
> but should be a good start.
Do you have any performance data for any of this? It looks reasonable to
me but I'm not very familiar with this code. I just know that others will
ask. :-)
> The code is divided into 3 patches, which might be an overkill. I can squash
> them if you prefer that.
>
> For more serious performance benefits, I was thinking about making the state
> inside the gl context be more similar to ff cache key. This way make_state_key
> would be more about copying stuff around than translating it from one
> representation to another.
>
> As I don't have commit access, please push the changes after you deem them
> ready for that.
>
> Regards,
> Gustaw
>
> Gustaw Smolarczyk (3):
> mesa/main: Use correct constant in ff cache key.
> mesa/main: Remove enabled_units from ff cache key.
> mesa/main: Reduce the size of nr_enabled_units in ff cache key.
>
> src/mesa/main/ff_fragment_shader.cpp | 8 +++-----
> 1 file changed, 3 insertions(+), 5 deletions(-)
>
> --
> 2.12.1
>
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