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A number of games have large arrays of constants, which we promote to uniforms. This introduces copies from the uniform array to the original temporary array. Normally, copy propagation eliminates those copies, making everything refer to the uniform array directly. A number of shaders in "Deus Ex: Mankind Divided" recently exposed a limitation of copy propagation - if we had any intrinsics (i.e. image access in a compute shader), we weren't able to get rid of these copies. That meant that any variable indexing remained on the temporary array rather being moved to the uniform array. i965's scalar backend currently doesn't support indirect addressing of temporary arrays, which meant lowering it to if-ladders. This was horrible. According to Marek, on radeonsi/GCN, "F1 2015" uses 64% less spilled-temp-array memory. On i965/Skylake: total instructions in shared programs: 13362954 -> 13329878 (-0.25%) instructions in affected programs: 43745 -> 10669 (-75.61%) helped: 12 HURT: 0 total cycles in shared programs: 248081010 -> 245949178 (-0.86%) cycles in affected programs: 4597930 -> 2466098 (-46.37%) helped: 12 HURT: 0 total spills in shared programs: 9493 -> 9507 (0.15%) spills in affected programs: 25 -> 39 (56.00%) helped: 0 HURT: 1 total fills in shared programs: 12127 -> 12197 (0.58%) fills in affected programs: 110 -> 180 (63.64%) helped: 0 HURT: 1 Helps Deus Ex: Mankind Divided. The one shader with hurt spills/fills is from Tomb Raider at Ultra settings, but that same shader has a -39.55% reduction in instructions and -14.09% reduction in cycle counts, so it seems like a win there as well. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Matt Turner <mattst88@gmail.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 http://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.