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this lets us optimize VS for linked shaders (across APIs). less indirection, less ALU in the VS, less loads in the preamble (Vulkan) / USC uniform pushes (OpenGL). not the most critical thing, this was already optimized to make unlinked shaders fast, but it can't hurt ;) also optimizing linked shaders is less objectionable from an ESO perspective than optimizing static state. GL: total instrs in shared programs: 2866067 -> 2778519 (-3.05%) instrs in affected programs: 1041399 -> 953851 (-8.41%) total threads in shared programs: 27802944 -> 27803648 (<.01%) threads in affected programs: 1984 -> 2688 (35.48%) total uniforms in shared programs: 2064008 -> 2036112 (-1.35%) uniforms in affected programs: 978997 -> 951101 (-2.85%) Vulkan: Totals from 20408 (37.78% of 54019) affected shaders: MaxWaves: 20342464 -> 20342976 (+0.00%) Instrs: 7262316 -> 6958468 (-4.18%); split: -4.18%, +0.00% CodeSize: 53744780 -> 51480354 (-4.21%); split: -4.22%, +0.00% ALU: 5691626 -> 5385049 (-5.39%); split: -5.39%, +0.00% FSCIB: 5691626 -> 5385049 (-5.39%); split: -5.39%, +0.00% IC: 1210560 -> 1210512 (-0.00%) GPRs: 1231162 -> 1252219 (+1.71%); split: -0.58%, +2.29% Uniforms: 3854892 -> 3759804 (-2.47%); split: -2.47%, +0.00% Preamble instrs: 3390251 -> 3238677 (-4.47%); split: -4.47%, +0.00% Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36501> |
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| compiler | ||
| drm-shim | ||
| genxml | ||
| isa | ||
| layout | ||
| lib | ||
| libagx | ||
| vulkan | ||
| .clang-format | ||
| .editorconfig | ||
| meson.build | ||