glsl: Optimize the SoftFP64 shader when first creating it

Graphics / Mesa 3D Graphics Library / Mesa - Kenneth Graunke [whitecape.org] - 12 August 2019 17:42 EDT

By optimizing the shader before inlining, we avoid having to redo this work for each inlined copy of a function. It should also reduce the memory consumption a bit.

This cuts the KHR-GL46.arrays_of_arrays_gl.SubroutineFunctionCalls2 runtime by 25% on my Icelake. That test compiles many shaders, which contain large types (dmat4) and division (expensive operations).

5180a222c00 glsl: Optimize the SoftFP64 shader when first creating it.
src/compiler/glsl/glsl_to_nir.cpp | 13 +++++++++++++
1 file changed, 13 insertions(+)

Upstream: cgit.freedesktop.org


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