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authorEricAnholt <EricAnholt@web>2015-10-23 10:15:50 -0700
committerdri <iki-dri@freedesktop.org>2015-10-23 10:15:50 -0700
commitf7a10c9e3ff34493a931c7bba4678b3eed2122e1 (patch)
tree2fe8055fb8925fa6ab6a0d5b180d729752ba7d1a /VC4.mdwn
parentdd485064209047de55983fb89f11f5d61afa33d2 (diff)
couple of performance tasks done!
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@@ -57,18 +57,6 @@ If you use half the register space(ra0-15, rb0-15), you can do a hyperthreading-
Especially if we order texture results collection after other texture setup, this could be a big win (which would be hard to achieve post-register-allocation, when there are more dependencies). See vc4-qir-sched.
-* Improve the pairing instruction scheduler.
-
-We could pair some cases with the PM bit set in only one of the instructions.
-
-* Blend in ARGB8888 instead of vec4.
-
-This would take about 1/4 the instructions. However, we need to retain the float path because you want the improved precision for sRGB rendering. See vc4-blend for WIP.
-
-* Handle vertex attribute size overrides in NIR.
-
-emit_vertex_input() currently handles things like making the .w coordinate of a vertex attribute be 1 when only xyz are passed in, and QIR optimizations aren't doing as well on that as they could. Making a NIR pass to do this transformation would fix some silly math that occurs.
-
* Copy propagate VPM reads into their usage if only used once.
* Reorder fragment shader varyings so we can interpolate directly into texture coordinate setup?