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2014-02-21Update the parsing for a mesa patch I'm sending out for review.HEADmasterEric Anholt1-4/+4
2014-02-14Fetch timeafter when the compilation is done.Markus Wick1-6/+2
Popen returns when the new process is opened, not when it's done.
2014-02-14Add layout in dolphin fragment shader to use GL_ARB_blend_func_extended.Markus Wick1-2/+3
2014-02-14Add dolphin-emu shaders.Markus Wick12-0/+1487
2014-02-14Show off a "new" feature of ./run.py in the readme.Eric Anholt1-1/+4
2014-02-14Update the README to use the current utils syntax.Markus Wick1-3/+3
2013-11-20Add the orbital-explorer shaders that Paul sent me.Eric Anholt1-0/+636
2013-11-20Add support for counting geometry shader instructions.Eric Anholt1-1/+5
Tested on orbital-explorer.
2013-11-15Add parsing support for a change I'm planning on proposing to Mesa.Eric Anholt1-2/+2
2013-11-01Skip counting the second pair of an instruction in 16-wide mode.Eric Anholt1-1/+7
Generally we want our count to approximate time, and the two SIMD8 instructions are same time as a SIMD16 instruction, except for the cost to instruction cache pressure. This pattern happens for MAD and LRP a lot, and there are other cases, too. Double-counting these meant that we basically couldn't use shader-db to validate optimizations involving those instructions.
2013-10-14Summarize the count of shaders lost/gained.Eric Anholt1-1/+2
2013-04-09Add shaders from sauerbraten.Eric Anholt5-0/+85
The app mostly uses ARB programs, so there's not much here.
2013-04-09Add shaders from warzone2100.Eric Anholt3-0/+155
2013-04-09Add the shaders dumped in my supertuxkart runs.Eric Anholt3-0/+101
They have more shaders, but they don't seem to be used.
2013-04-09Convert yofrankie to shader_tests.Eric Anholt88-865/+1517
2013-04-09Convert warsow to .shader_tests.Eric Anholt86-13201/+13343
2013-04-09Update 0 A.D. shaders.Eric Anholt6-90/+479
2013-04-08Fix output when a shader fails to compile.Eric Anholt1-1/+1
2013-04-08Default to testing all of shaders/.Eric Anholt1-1/+1
2013-04-08Allow whole directories to be passed to run.pyEric Anholt1-2/+15
2013-04-08Fix up formatting a bitEric Anholt1-3/+3
2013-03-25report.py: Also port to Python 3.Kenneth Graunke1-19/+12
Aside from the usual print() changes, this requires converting the hurt list sorting from the "cmp" method (which was removed) to the "key" approach.
2013-03-25run.py: Use RE object methods directly.Kenneth Graunke1-5/+5
If you compile regular expressions, you're supposed to invoke them like this. I guess the other way works but usually those functions are only used with non-compiled pattern strings.
2013-03-25Remove debug code that slipped into the report.Eric Anholt1-1/+0
2013-03-25Report a time for the execution of each shader test.Eric Anholt1-1/+7
This can be useful for looking at startup time optimization. If you just sysprof a whole run.py, all you learn is that we spend a lot of time in reading builtins for all those short shaders.
2013-03-25Make the report script handle extra whitespace in the run.py output.Eric Anholt1-1/+2
2013-03-25Print the runtime of the runner script.Eric Anholt1-1/+6
I often wonder about this after the fact, and it's slow enough that running again under "time" sucks.
2013-03-25run.py: Set the environment variable for the unigine workaround.Eric Anholt1-0/+1
2013-03-22humus: Replace with shader_test files.Eric Anholt85-2013/+2394
2013-03-22anholt: Switch the shaders from my demo to shader_test files.Eric Anholt9-31/+177
2013-03-22nexuiz: Replace individual shaders with shader_test files.Eric Anholt69-28442/+123204
2013-03-22run.py: Ignore instructions from builtin shaders.Eric Anholt1-1/+9
i965's clear metaops shader shouldn't count against each program.
2013-03-22Make split-to-files generate complete shader_tests.Eric Anholt3-36/+111
2013-03-22Move the environment setup out of the per-shader function.Eric Anholt1-9/+7
2013-03-22Switch to just relying on a link to piglit's binaries from the cwd.Eric Anholt2-4/+12
Making other people replace my path with their path sucks.
2013-03-22run.py: Process shaders concurrently.Kenneth Graunke1-8/+10
Now that we've accumulated a non-trivial amount of shaders, running shader-db takes far too long. Parsing the shaders in parallel is embarassingly easy and gives roughly a 4x speed-up on my dual-core hyperthreaded Ivybridge system. This may not be the most efficient way to implement the thread pools, but it seems to work well enough. Requires Python 3.2.
2013-03-22run.py: Port to Python 3.Kenneth Graunke1-6/+6
There's just no reason to be using Python 2 anymore. Aside from the usual print() changes, this requires converting the output of subprocess.Popen.communicate() from a byte string to a proper Python str object.
2013-03-22Ignore the .out files we're now spewing all over the tree.Eric Anholt1-0/+1
2012-06-06Convert the scripts to python and make them way better.Eric Anholt4-129/+242
This one parses the 8/16 wide fs separately, writes test output to a file, and handles ^C sanely.
2012-05-08Don't DBZ on crashes.Eric Anholt1-1/+1
2012-03-13weston: Import shaders from the Weston project.Eric Anholt13-0/+144
2012-03-13run.pl: Update for i965 changes to not precompile by default.Eric Anholt1-1/+1
2011-09-08Add some Humus demos I had around.Eric Anholt73-0/+2132
2011-09-08report: Sort the harmed programs by relative size change.Eric Anholt1-3/+7
2011-09-08Also dump i965 VS code.Eric Anholt1-1/+1
2011-06-01Add 0 A.D. shaders.Eric Anholt3-0/+91
They appear to have only one linked program so far.
2011-06-01report.pl: Tool to compare the output of run.pl.Eric Anholt1-0/+105
2011-05-17shaders/cairo-gl: Initial import.Eric Anholt15-0/+207
2011-05-16shaders/yofrankie: Initial import of data.Eric Anholt87-0/+73904
2011-05-16shaders/warsow: First import of data from warsow.Eric Anholt57-0/+13289