Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-13 Thread Ian Romanick
Patches 1 through 4 are Reviewed-by: Ian Romanick ian.d.roman...@intel.com I'll try to make it through the rest tomorrow. I have skimmed them, and it looks mostly okay. I thing a good follow-up patch will be to pull a bunch of the new stuff out to a new file link_varyings.cpp or something.

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-13 Thread Paul Berry
On 13 December 2012 03:44, Ian Romanick i...@freedesktop.org wrote: Patches 1 through 4 are Reviewed-by: Ian Romanick ian.d.roman...@intel.com I'll try to make it through the rest tomorrow. I have skimmed them, and it looks mostly okay. I thing a good follow-up patch will be to pull a

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Eric Anholt
Paul Berry stereotype...@gmail.com writes: This patch series adds varying packing to Mesa, so that we can handle varyings composed of things other than vec4's without using up extra varying components. Results for glbenchmark 2.7 at 320x240 (units of fps): N Min Max

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote: Paul Berry stereotype...@gmail.com writes: This patch series adds varying packing to Mesa, so that we can handle varyings composed of things other than vec4's without using up extra varying components. Results for glbenchmark

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote: For the initial implementation I've chosen a strategy that operates exclusively at the GLSL IR level, so that it doesn't require the cooperation of the driver back-ends. Wouldn't this negatively affect performance of

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote: Paul Berry stereotype...@gmail.com writes: This patch series adds varying packing to Mesa, so that we can handle varyings composed of things other than vec4's without using up extra varying components. Results for glbenchmark

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Marek Olšák
On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote: On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote: For the initial implementation I've chosen a strategy that operates exclusively at the GLSL IR level, so that it doesn't require the cooperation of

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Eric Anholt
Paul Berry stereotype...@gmail.com writes: On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote: Paul Berry stereotype...@gmail.com writes: This patch series adds varying packing to Mesa, so that we can handle varyings composed of things other than vec4's without using up extra

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 09:51, Eric Anholt e...@anholt.net wrote: Paul Berry stereotype...@gmail.com writes: On 12 December 2012 00:02, Eric Anholt e...@anholt.net wrote: Paul Berry stereotype...@gmail.com writes: This patch series adds varying packing to Mesa, so that we can handle

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 09:09, Marek Olšák mar...@gmail.com wrote: R300 and R400 support 4 texture indirections (as defined by ARB_fragment_program). Adding ALU instructions before the first TEX instruction increases the number of texture indirections by 1, which might make some shaders not be

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 10:21, Paul Berry stereotype...@gmail.com wrote: On 12 December 2012 09:09, Marek Olšák mar...@gmail.com wrote: R300 and R400 support 4 texture indirections (as defined by ARB_fragment_program). Adding ALU instructions before the first TEX instruction increases the number

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Marek Olšák
On Wed, Dec 12, 2012 at 7:51 PM, Paul Berry stereotype...@gmail.com wrote: On 12 December 2012 10:21, Paul Berry stereotype...@gmail.com wrote: On 12 December 2012 09:09, Marek Olšák mar...@gmail.com wrote: R300 and R400 support 4 texture indirections (as defined by ARB_fragment_program).

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Eric Anholt
Marek Olšák mar...@gmail.com writes: On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote: On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote: Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to pack two vec2 texture coordinates

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Aras Pranckevicius
Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to pack two vec2 texture coordinates into a single vec4. That's because var.xy texture read can be prefetched, whereas var.zw texture read is not prefetched (essentially treated as a dependent texture read), and often

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Marek Olšák
On Wed, Dec 12, 2012 at 9:21 PM, Eric Anholt e...@anholt.net wrote: Marek Olšák mar...@gmail.com writes: On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote: On 11 December 2012 23:49, Aras Pranckevicius a...@unity3d.com wrote: Not sure if relevant for Mesa, but e.g. on

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 12:44, Aras Pranckevicius a...@unity3d.com wrote: Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's really bad to pack two vec2 texture coordinates into a single vec4. That's because var.xy texture read can be prefetched, whereas var.zw texture read is not

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-12 Thread Paul Berry
On 12 December 2012 12:53, Marek Olšák mar...@gmail.com wrote: On Wed, Dec 12, 2012 at 9:21 PM, Eric Anholt e...@anholt.net wrote: Marek Olšák mar...@gmail.com writes: On Wed, Dec 12, 2012 at 5:06 PM, Paul Berry stereotype...@gmail.com wrote: On 11 December 2012 23:49, Aras

[Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-11 Thread Paul Berry
This patch series adds varying packing to Mesa, so that we can handle varyings composed of things other than vec4's without using up extra varying components. For the initial implementation I've chosen a strategy that operates exclusively at the GLSL IR level, so that it doesn't require the

Re: [Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

2012-12-11 Thread Aras Pranckevicius
For the initial implementation I've chosen a strategy that operates exclusively at the GLSL IR level, so that it doesn't require the cooperation of the driver back-ends. Wouldn't this negatively affect performance of some GPUs? Not sure if relevant for Mesa, but e.g. on PowerVR SGX it's