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Particularly, this makes compilation stop as soon as we get a valid shader and doesn't try to optimize spilling by trying fallback strategies. Might come in handy to reduce CTS execution time, for example, dEQP-VK.ssbo.layout.random.8bit.all_per_block_buffers.6 goes from 43m46.715s down to 15m15.068s. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20601> |
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| .. | ||
| v3d_cpu_tiling.h | ||
| v3d_debug.c | ||
| v3d_debug.h | ||
| v3d_device_info.c | ||
| v3d_device_info.h | ||
| v3d_limits.h | ||
| v3d_macros.h | ||
| v3d_tfu.h | ||
| v3d_tiling.c | ||
| v3d_tiling.h | ||
| v3d_util.c | ||
| v3d_util.h | ||