[Mesa-dev] [PATCH 4/4] nir: link time opt duplicate varyings

Marek Olšák maraeo at gmail.com
Sat Dec 15 06:02:11 UTC 2018


On Fri, Dec 14, 2018 at 9:16 PM Timothy Arceri <tarceri at itsqueeze.com>
wrote:

> On 15/12/18 7:32 am, Marek Olšák wrote:
> > For patches 1-3:
> >
> > Reviewed-by: Marek Olšák <marek.olsak at amd.com <mailto:
> marek.olsak at amd.com>>
> >
>
> Thanks!
>
> > I'm not so knowledgeable to be able to comment on patch 4.
> >
> > Does it also merge varyings such as (x,y,undef,undef) and
> > (x,undef,undef,w)? There is a game which outputs (x,y,z,undef) and
> > (x,y,undef,undef) where the vertex shader is a SSO.
>
> No. All of the link-time optimisations in NIR are currently only applied
> at actual link-time. I've often thought about adding a way to apply
> these to SSO shaders but this is unlikely something I will end up
> working on since our main focus these days is on Vulkan and there we
> always link the entire pipeline so its not an issue.
>

RadeonSI can also always link entire pipelines. I have code that does it
using asynchronous compilation. However, the amount of time to compile
everything is crazy, and even though I don't get any stutters, all CPU
cores are at 100% for quite some time. I guess DXVK suffers from the same
problem and so DX10/11 would greatly benefit from a native DX11 driver
(e.g. gallium).

Marek
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