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Now that we have a loop unrolling cost function and loop unrolling isn't going to kill us the moment we have a 64-bit op in a loop, we can go ahead and move 64-bit lowering later. This gives us the opportunity to do more optimizations and actually let the full optimizer run even on 64-bit ops rather than hoping one round of opt_algebraic will fix everything. This substantially reduces both fp64 shader compile times and the resulting code size. Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> |
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