Reviewed-by: Bas Nieuwenhuizen <b...@basnieuwenhuizen.nl> for the series.
I wonder what the perf diff is for tessellation. See e.g. https://github.com/doitsujin/dxvk/issues/645 for a game where tessellation is hitting us hard. On Thu, Oct 18, 2018 at 1:28 AM Timothy Arceri <tarc...@itsqueeze.com> wrote: > > Totals from affected shaders: > SGPRS: 1096 -> 1096 (0.00 %) > VGPRS: 1192 -> 1056 (-11.41 %) > Spilled SGPRs: 0 -> 0 (0.00 %) > Spilled VGPRs: 0 -> 0 (0.00 %) > Private memory VGPRs: 0 -> 0 (0.00 %) > Scratch size: 0 -> 0 (0.00 %) dwords per thread > Code Size: 100940 -> 94384 (-6.49 %) bytes > LDS: 0 -> 0 (0.00 %) blocks > Max Waves: 100 -> 112 (12.00 %) > Wait states: 0 -> 0 (0.00 %) > > All affected shaders are from Batman Arkham City. > --- > src/amd/vulkan/radv_shader.c | 1 + > 1 file changed, 1 insertion(+) > > diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c > index 13858b6130f..15c9de1e020 100644 > --- a/src/amd/vulkan/radv_shader.c > +++ b/src/amd/vulkan/radv_shader.c > @@ -127,6 +127,7 @@ radv_optimize_nir(struct nir_shader *shader, bool > optimize_conservatively, > progress = false; > > NIR_PASS(progress, shader, nir_split_array_vars, > nir_var_local); > + NIR_PASS(progress, shader, nir_shrink_vec_array_vars, > nir_var_local); > > NIR_PASS_V(shader, nir_lower_vars_to_ssa); > NIR_PASS_V(shader, nir_lower_pack); > -- > 2.17.1 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev