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This is bucket work item has to be breakdown to smaller real items once direction is finalized, and forked "optimized_compiler" branch to be used for work.
As many might noticed, today’s shader compiler is not really “compiler”, but more like just “translator” from HLSL to QPU instructions for quick ramp up and scoped purpose, thus outcome is not really optimized to VC4/QPU architecture.
At "optimized_compiler" branch, we can look into …
• High IR or possible LLVM
• Architecture specific IR
• Dynamic register (accumulator/register file) assignment
• Dependency based dead code removal and reordering
• Optimized to add/mul simultaneous pipeline
• Reduce duplicated constant access
• and more.
And all contributor are welcomed to have discussion/proposal here.
The text was updated successfully, but these errors were encountered:
hideyukn88
changed the title
Shader compiler optimization
VideoCore IV shader compiler optimization
Jan 26, 2016
This is bucket work item has to be breakdown to smaller real items once direction is finalized, and forked "optimized_compiler" branch to be used for work.
As many might noticed, today’s shader compiler is not really “compiler”, but more like just “translator” from HLSL to QPU instructions for quick ramp up and scoped purpose, thus outcome is not really optimized to VC4/QPU architecture.
At "optimized_compiler" branch, we can look into …
• High IR or possible LLVM
• Architecture specific IR
• Dynamic register (accumulator/register file) assignment
• Dependency based dead code removal and reordering
• Optimized to add/mul simultaneous pipeline
• Reduce duplicated constant access
• and more.
And all contributor are welcomed to have discussion/proposal here.
The text was updated successfully, but these errors were encountered: