On Tuesday, May 10, 2016 4:16:20 PM PDT Jason Ekstrand wrote: > When Paul originally wrote blorp he hand-rolled a shader builder that > builds i965 shaders directly. This has caused headaches because every time > we make a change to the back-end compiler, we have to update blorp. NIR on > the other hand tends to be more stable at this point since it has many > different users all across mesa. > > Using NIR also means that we get decent optimizations, register allocation, > and scheduling. The original blorp codegen code tried fairly hard to emit > reasonably efficient code in that it didn't do more work than needed but it > was fairly naieve when it came to register allocation and scheduling. > Using the full compiler stack also means that we get new features for free > without having to re-implement them in blorp. On Sky Lake, for instance, > we are now generating shaders with sampler-EOT. > > In spite of all this, this series shows no measurable performance > difference on Haswell with every benchmark in sixonyx run 25 times.
Patches 1-13 are: Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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