Age | Commit message (Collapse) | Author |
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This is quite common for multitexture sampling, and not only cuts down
on the second and later set of MOVs, but typically also allows
compute-to-MRF on the first set.
No statistically siginficant performance difference in nexuiz (n=3),
but it reduces instruction count in one of its shaders and seems like
a good idea.
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On pre-gen6, this turns 4 instructions into 1. We could still do
better by folding the saturate into the instruction generating the
value if nobody else uses it, but that should be a separate pass.
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This should make it a lot harder to forget to zero things.
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Fixes glsl-fs-uniform-array-5, but not 6 which fails in ir_to_mesa.
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This makes it a lot easier to track down where we failed when some
code emit triggers an assert. Plus, less memory allocation for
codegen.
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It can be tested with if (0) replaced with if (1) to force spilling for all
virtual GRFs. Some simple tests work, but large texturing tests fail.
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"Everyone else" does it this way, so follow suit. It's fewer
instructions, anyway.
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We often use reg_null as the destination when setting up the flag
regs. However, on gen6 there aren't general implicit conversions to
destination types from src types, so the comparison to produce the
flag regs would be done on the integer result interpreted as a float.
Hilarity ensued.
Fixes 20 piglit cases.
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This will be a place to peephole comparisions directly to the flag
regs, and for now avoids using MOV with conditional mod on gen6, which
is now illegal.
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Improves nexuiz performance 0.91% (+/- 0.54%, n=8)
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This didn't produce a statistically significant performance difference
in my demo (n=4) or nexuiz (n=3), but it still seems like a good idea
and is recommended by the HW team.
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This is progress towards enabling a compute-to-MRF pass.
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It's time to start splitting some of this up.
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