[Mesa-dev] [PATCH 18/47] (0018b) Fix for Patch 0018; I have no idea if this is a real fix or not

Rantala, Valtteri valtteri.rantala at intel.com
Mon May 21 08:39:01 UTC 2018

This should not have been here at the first place. This patch set is a POC that simd32 gives performance boosts for certain benchmarks.  As you said it really needs clean up and more testing, before it can be merged.


From: mesa-dev [mailto:mesa-dev-bounces at lists.freedesktop.org] On Behalf Of Jason Ekstrand
Sent: Monday, May 21, 2018 7:24 AM
To: Tang, Shaofeng <shaofeng.tang at intel.com>
Cc: ML mesa-dev <mesa-dev at lists.freedesktop.org>
Subject: Re: [Mesa-dev] [PATCH 18/47] (0018b) Fix for Patch 0018; I have no idea if this is a real fix or not

As is evident from patches like this, this series is nowhere near ready for upstream.  There's quite a bit of clean up work to do before it will be really ready to merge.  I've been working on trying to clean up Francisco's original branch and sent out the first 19 ready-for-upstream patches on Friday: https://patchwork.freedesktop.org/series/43450/  I intend to send more later this week once I get a couple of GPU hangs sorted out.


On Sun, May 20, 2018 at 8:29 PM, Shaofeng Tang <shaofeng.tang at intel.com<mailto:shaofeng.tang at intel.com>> wrote:
From: Kevin Rogovin <kevin.rogovin at intel.com<mailto:kevin.rogovin at intel.com>>

Change-Id: Ic5948415e0b4d6799b6a88ac507c1999ccb1df39
 src/intel/compiler/brw_fs.cpp | 6 +++++-
 1 file changed, 5 insertions(+), 1 deletion(-)

diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp
index 121f9f8..b089b79 100644
--- a/src/intel/compiler/brw_fs.cpp
+++ b/src/intel/compiler/brw_fs.cpp
@@ -3349,7 +3349,11 @@ fs_visitor::emit_repclear_shader()

-   allocate_registers(16, false);
+   /* WARNING: the original SIMD32 series has this line added, in patch
+    * "i965/fs: Rework FB write header setup for SIMD32 and better scheduling."
+    * but giving this line makes bad things happen later.
+    */
+   // allocate_registers(16, false);

    /* Now that we have the uniform assigned, go ahead and force it to a vec4. */
    if (uniforms > 0) {

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