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for drivers where we need to lower a base_workgroup_id but not global IDs. rather than lowering the whole global ID to stick the base workgroup ID in there, just add the workgroup offset to the final thread position. Elden ring fossils: Totals from 52 (1.62% of 3206) affected shaders: Instrs: 48355 -> 48233 (-0.25%); split: -0.31%, +0.06% CodeSize: 331912 -> 331148 (-0.23%); split: -0.28%, +0.05% ALU: 30853 -> 30674 (-0.58%); split: -0.70%, +0.12% FSCIB: 30853 -> 30674 (-0.58%); split: -0.70%, +0.12% IC: 9054 -> 8958 (-1.06%) GPRs: 4184 -> 4216 (+0.76%) Uniforms: 6703 -> 6677 (-0.39%); split: -1.61%, +1.22% Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Reviewed-by: Emma Anholt <emma@anholt.net> Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35909> |
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| clc | ||
| glsl | ||
| isaspec | ||
| libcl | ||
| nir | ||
| rust | ||
| spirv | ||
| builtin_types.py | ||
| builtin_types_c.py | ||
| builtin_types_h.py | ||
| glsl_types.c | ||
| glsl_types.h | ||
| meson.build | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||