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v2: Require that the constant value be representable as either uint16_t or int16_t. Suggested by Matt. v3: Remove redundant patterns. Noticed by Matt. shader-db: DG2 total instructions in shared programs: 23103767 -> 23103577 (<.01%) instructions in affected programs: 51822 -> 51632 (-0.37%) helped: 98 / HURT: 15 total cycles in shared programs: 842347714 -> 842380017 (<.01%) cycles in affected programs: 1942595 -> 1974898 (1.66%) helped: 97 / HURT: 32 Nearly all of the affected shaders (around 9,900) are shaders in Cyberpunk 2077. It's about an even split between vertex and fragment shaders. The majority of the remaining affected shaders (3,600) are from Strange Brigade. This was also a nearly even split between fragment and vertex. All but two of the lost shaders are SIMD32 fragment shaders in Cyberpunk 2077. The other two are SIMD32 fragment shaders in Dota2. fossil-db: DG2 Instructions in all programs: 196379107 -> 196248608 (-0.1%) helped: 13467 / HURT: 1210 Cycles in all programs: 13931355281 -> 13929955971 (-0.0%) helped: 11801 / HURT: 2922 Lost: 90 Reviewed-by: Matt Turner <mattst88@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23262> |
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| clc | ||
| glsl | ||
| isaspec | ||
| nir | ||
| spirv | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| meson.build | ||
| nir_gl_types.h | ||
| nir_types.cpp | ||
| nir_types.h | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||