Hmm, this is interesting... Have you profiled with some other programs? My
concern is that this might make a particular game faster, but other games
slower.

If it's making everything faster, then we're probably doing something
inefficient and that code can be killed.

I would also be interested to see how we translate the fragment program before
and after applying this patch, and how fglrx translates it.


On Tue, May 6, 2008 at 12:39 PM, Markus Amsler <[EMAIL PROTECTED]> wrote:
> With the attached patch I get in wow with enabled pixel shaders with my
> rv370 10-15% better frame rates. Its mostly because the global "terrain"
> shader uses 4 indirection with this patch, without it gets optimized to 1.
> I'm not sure what exactly goes on. My best guess is the more indirection the
> more silicon gets used (better parallelizable).
>  If that's the cause we should try to use as many indirection fit into the
> hardware as possible (perhaps even adding indirections). The easiest way
> would be to translate the shader multiple times with increasing optimization
> until it fits into the hardware.
>
>  Markus
>
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