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It turns out I had missed a case in my enumeration of why everything currently was vec4-aligned. Fixes a simple testcase of loading from a vec3[2] array in freedreno with IR3_SHADER_DEBUG=nouboopt. Initial shader-db results look devastating: total instructions in shared programs: 8019997 -> 12829370 (59.97%) total cat6 in shared programs: 87683 -> 145840 (66.33%) Hopefully this will recover once we introduce the i/o vectorizer, but that was blocked on getting the vec3 case fixed. Reviewed-by: Rob Clark <robdclark@chromium.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6612> |
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| .. | ||
| glsl | ||
| nir | ||
| spirv | ||
| Android.glsl.gen.mk | ||
| Android.glsl.mk | ||
| Android.mk | ||
| Android.nir.gen.mk | ||
| Android.nir.mk | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| Makefile.sources | ||
| meson.build | ||
| nir_types.cpp | ||
| nir_types.h | ||
| SConscript | ||
| SConscript.glsl | ||
| SConscript.nir | ||
| SConscript.spirv | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||