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Once we have exhausted compile strategies at 4 threads and we start enabling lower thread counts, there is no point in starting compiles with 4 threads for them, we know these will fail, so let's start at 2 in these cases. This also has another nice implication: if the driver compiles at 4 threads and fails to register allocate, we were allowing it to try with 2 threads, but this would only retry the register allocation process and would not really recompile the shader with 2 threads. This is not optimal, because at 2 threads we have more TMU fifo space for each thread and we can do more TMU pipelining, so we were missing that opportunity. This improves performance in Sponza by ~1.5% and also seems to help UE4 slightly. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10647> |
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| cle | ||
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| common | ||
| compiler | ||
| drm-shim | ||
| qpu | ||
| simulator | ||
| vulkan | ||
| .editorconfig | ||
| Android.cle.mk | ||
| Android.genxml.mk | ||
| Android.mk | ||
| Makefile.sources | ||
| meson.build | ||