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Use a single allocation of array type instead of the old-style array allocation for the temp and immediate arrays. Probably only makes a difference if they aren't used indirectly (so, if we used them solely because there's too many temps or immediates). In this case the sroa and early-cse passes can sometimes do some optimizations which they otherwise cannot. (As a side note, for the temp reg array, we actually really should use one allocation per array id, not just one for everything.) Note that the instcombine pass would actually promote such allocations to single alloc of array type as well, but it's too late for some artificial shaders we've seen to help (we don't want to run instcombine at the beginning due to its cost, hence would need another sroa/cse pass after instcombine). sroa/early-cse help there because they can actually eliminate all of the huge shader, reducing it to a single const output (don't ask...). (Interestingly, instcombine also removes all the bitcasts we do on that allocation for single-value gathering, and in the end directly indexes into the single vector elements, which according to spec is only semi-valid, but this happens regardless. Another thing instcombine also does is use inbound GEPs, which is probably something we should do manually as well - for indirectly indexed reg files llvm may not be able to figure it out on its own, but we should be able to guarantee all pointers are always inbound. In any case, by the looks of it using single allocation with array type seems to be the right thing to do even for ordinary shaders.) No piglit change. Reviewed-by: Jose Fonseca <jfonseca@vmware.com> |
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File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. - install python 2.7 - install scons (latest) - install mingw, flex, and bison - install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe - install git - download mesa from git see https://www.mesa3d.org/repository.html - run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.