Here's the series that came out of trying to fix the gles3conform ubo test that has a steaming pile of ubo variables and was dying in register allocation. Patch 4/7 is where that got fixed.
Patches 5-7 are followons that I've wanted and had in various forms lying around my trees, only now with no regressions in shader-db, and actual data justifying the particular numbers chosen. Unfortunately, I have no data justifying them from a benchmarking point of view. I don't know what I want to do here -- I don't like pushing +LOC of theoretical performance improvements without actual performance improvement to back it up. I mean, there are a couple of obvious conclusions here: 1) Scheduling just doesn't matter on the testcases I'm looking at. 2) I've botched the scheduling in some way so the improvements are cancelled out by the regressions. For example, I'm not dealing with the WAR latency correctly for message register writes -- does it matter? Have I missed something else like that? I'm thinking I might be able to apply shader_time and some stats to decide whether we are doing things better, just not doing things that matter enough. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev