* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
@ 2013-06-05 13:30 ` bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
--- Comment #1 from Stefan Dösinger <stefandoesinger@gmx.at> ---
Fwiw, I don't know if r600g is affected. The HW has enough varyings to run the
unoptimized shaders, and the applications affected by this performance wise are
CPU limited on my r600g system.
Wine has some checks to prevent writing texture coordinates in the vertex
shader when there is no input to generate them. Unfortunately 3DMark 2000 and
Unreal Tournament 2004 use a strange vertex processing setup that breaks those
checks(D3DTSS_TEXCOORDINDEX of all texture stages is 0, thus they're reading
the first texture coordinate input, which does exist).
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^ permalink raw reply [flat|nested] 8+ messages in thread* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
--- Comment #2 from Alex Deucher <agd5f@yahoo.com> ---
Couldn't this be done in a device independent manner in mesa when linking
shaders? Drop outputs if there is no matching input in the subsequent shader
stage?
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^ permalink raw reply [flat|nested] 8+ messages in thread* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
--- Comment #3 from Marek Olšák <maraeo@gmail.com> ---
I think the GLSL compiler only eliminates unused user-defined varyings, unused
legacy varyings are not eliminated. I'm taking this task.
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^ permalink raw reply [flat|nested] 8+ messages in thread* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
--- Comment #4 from Stefan Dösinger <stefandoesinger@gmx.at> ---
Cool, thanks!
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^ permalink raw reply [flat|nested] 8+ messages in thread* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
--- Comment #5 from Marek Olšák <maraeo@gmail.com> ---
I have implemented it, but there is a problem. If I enable the optimization,
EXT_separate_shader_objects must be disabled. Is it okay with you?
This is a valid sequence with EXT_sso:
glUseProgram(prog_with_vs_and_fs);
glUseShaderProgramEXT(prog_with_fs);
prog_with_vs_and_fs cannot be optimized, because the program object can be
bound partially (in this case only the vertex shader from the program object is
bound).
ARB_separate_shader_objects doesn't have this issue.
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^ permalink raw reply [flat|nested] 8+ messages in thread* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
--- Comment #6 from Stefan Dösinger <stefandoesinger@gmx.at> ---
I guess that's ok for wined3d's purposes. We don't use either extension right
now, and if we ever use one of them we'll probably go with the ARB one anyway.
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^ permalink raw reply [flat|nested] 8+ messages in thread* [Bug 65416] r300g does not eliminate unread varyings
2013-06-05 13:26 [Bug 65416] New: r300g does not eliminate unread varyings bugzilla-daemon
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From: bugzilla-daemon @ 2013-07-13 15:34 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=65416
Marek Olšák <maraeo@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |FIXED
--- Comment #7 from Marek Olšák <maraeo@gmail.com> ---
Fixed by a commit series which starts here:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=74edd56927801e8c646c7d5cddba397c2f54b4ef
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