Re: [Mesa-dev] [PATCH 2/2] radeonsi: move instance divisors into a constant buffer

2017-06-27 Thread Nicolai Hähnle
On 27.06.2017 18:59, Marek Olšák wrote: On Tue, Jun 27, 2017 at 6:50 PM, Nicolai Hähnle wrote: On 27.06.2017 17:07, Marek Olšák wrote: On Tue, Jun 27, 2017 at 9:22 AM, Nicolai Hähnle wrote: On 27.06.2017 02:14, Marek Olšák wrote: From: Marek

Re: [Mesa-dev] [PATCH 2/2] radeonsi: move instance divisors into a constant buffer

2017-06-27 Thread Marek Olšák
On Tue, Jun 27, 2017 at 6:50 PM, Nicolai Hähnle wrote: > On 27.06.2017 17:07, Marek Olšák wrote: >> >> On Tue, Jun 27, 2017 at 9:22 AM, Nicolai Hähnle >> wrote: >>> >>> On 27.06.2017 02:14, Marek Olšák wrote: From: Marek Olšák

Re: [Mesa-dev] [PATCH 2/2] radeonsi: move instance divisors into a constant buffer

2017-06-27 Thread Nicolai Hähnle
On 27.06.2017 17:07, Marek Olšák wrote: On Tue, Jun 27, 2017 at 9:22 AM, Nicolai Hähnle wrote: On 27.06.2017 02:14, Marek Olšák wrote: From: Marek Olšák Shader key size: 107 -> 47 Nice improvement. Divisors of 0 and 1 are encoded in the shader

Re: [Mesa-dev] [PATCH 2/2] radeonsi: move instance divisors into a constant buffer

2017-06-27 Thread Marek Olšák
On Tue, Jun 27, 2017 at 9:22 AM, Nicolai Hähnle wrote: > On 27.06.2017 02:14, Marek Olšák wrote: >> >> From: Marek Olšák >> >> Shader key size: 107 -> 47 > > > Nice improvement. > > >> Divisors of 0 and 1 are encoded in the shader key. Greater instance >>

Re: [Mesa-dev] [PATCH 2/2] radeonsi: move instance divisors into a constant buffer

2017-06-27 Thread Nicolai Hähnle
On 27.06.2017 02:14, Marek Olšák wrote: From: Marek Olšák Shader key size: 107 -> 47 Nice improvement. Divisors of 0 and 1 are encoded in the shader key. Greater instance divisors are loaded from a constant buffer. The shader code doing the division is huge. Is it

[Mesa-dev] [PATCH 2/2] radeonsi: move instance divisors into a constant buffer

2017-06-26 Thread Marek Olšák
From: Marek Olšák Shader key size: 107 -> 47 Divisors of 0 and 1 are encoded in the shader key. Greater instance divisors are loaded from a constant buffer. The shader code doing the division is huge. Is it something we need to worry about? Does any app use instance