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SI_SGPR_CONST_AND_SHADER_BUFFERS now contains the pointer to const buffer 0
if there is no other buffer there.
Benefits:
- there is no constbuf descriptor upload and shader load
It's assumed that all constant addresses are within bounds. Non-constant
addresses are clamped against the last declared CONST variable.
This only works if the state tracker ensures the bound constant buffer
matches what the shader needs.
Once we get 32-bit pointers, we can only do this for user constant buffers
where the driver is in charge of the upload so that it can guarantee a 32-bit
address.
The real performance benefit might not be measurable.
These apps get 100% theoretical benefit in all shaders (except where noted):
- antichamber
- barman arkham origins
- borderlands 2
- borderlands pre-sequel
- brutal legend
- civilization BE
- CS:GO
- deadcore
- dota 2 -- most shaders
- europa universalis
- grid autosport -- most shaders
- left 4 dead 2
- legend of grimrock
- life is strange
- payday 2
- portal
- rocket league
- serious sam 3 bfe
- talos principle
- team fortress 2
- thea
- unigine heaven
- unigine valley -- also sanctuary and tropics
- wasteland 2
- xcom: enemy unknown & enemy within
- tesseract
- unity (engine)
Changed stats only:
SGPRS: 2059998 -> 2086238 (1.27 %)
VGPRS: 1626888 -> 1626904 (0.00 %)
Spilled SGPRs: 7902 -> 7865 (-0.47 %)
Code Size: 60924520 -> 60982660 (0.10 %) bytes
Max Waves: 374539 -> 374526 (-0.00 %)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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| bin | ||
| build-support | ||
| docs | ||
| doxygen | ||
| include | ||
| m4 | ||
| scons | ||
| scripts | ||
| src | ||
| .dir-locals.el | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .mailmap | ||
| .travis.yml | ||
| Android.common.mk | ||
| Android.mk | ||
| appveyor.yml | ||
| autogen.sh | ||
| CleanSpec.mk | ||
| common.py | ||
| configure.ac | ||
| install-gallium-links.mk | ||
| install-lib-links.mk | ||
| Makefile.am | ||
| meson.build | ||
| meson_options.txt | ||
| REVIEWERS | ||
| SConstruct | ||
| VERSION | ||
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. - install python 2.7 - install scons (latest) - install mingw, flex, and bison - install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe - install git - download mesa from git see https://www.mesa3d.org/repository.html - run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.