<div dir="ltr"><div class="gmail_quote"><div dir="ltr">On Fri, Dec 14, 2018 at 9:16 PM Timothy Arceri <<a href="mailto:tarceri@itsqueeze.com">tarceri@itsqueeze.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">On 15/12/18 7:32 am, Marek Olšák wrote:<br>
> For patches 1-3:<br>
> <br>
> Reviewed-by: Marek Olšák <<a href="mailto:marek.olsak@amd.com" target="_blank">marek.olsak@amd.com</a> <mailto:<a href="mailto:marek.olsak@amd.com" target="_blank">marek.olsak@amd.com</a>>><br>
> <br>
<br>
Thanks!<br>
<br>
> I'm not so knowledgeable to be able to comment on patch 4.<br>
> <br>
> Does it also merge varyings such as (x,y,undef,undef) and <br>
> (x,undef,undef,w)? There is a game which outputs (x,y,z,undef) and <br>
> (x,y,undef,undef) where the vertex shader is a SSO.<br>
<br>
No. All of the link-time optimisations in NIR are currently only applied <br>
at actual link-time. I've often thought about adding a way to apply <br>
these to SSO shaders but this is unlikely something I will end up <br>
working on since our main focus these days is on Vulkan and there we <br>
always link the entire pipeline so its not an issue.<br></blockquote><div><br></div><div>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).</div><div><br></div><div>Marek</div><br></div></div>