The llvm backend does not support indirect addressing at the moment, so if a shader uses indirect addressing, it will always use the old backend so you will get the same results regardless of whether you enable the llvm backend or not in that case.
Announcement
Collapse
No announcement yet.
AMD R600g LLVM Back-End Is Working A Bit Better
Collapse
X
-
Originally posted by agd5f View PostThe 32bit mesa build can sometimes pick up the 64 bit version of llvm depending on how you've configured things.
Code:export LLVM_CONFIG=/usr/bin/llvm-config32
Code:~ % llvm-config32 --libdir /usr/lib32/llvm
Was the fallback active in the phoronix benchmarks?
Comment
-
Originally posted by Veerappan View PostWasn't Valve reportedly having issues with recompile times of dynamic/changing shaders during game run-time? /nitpick
Comment
-
Originally posted by SavageX View PostActually Xonotic/Nexuiz has problems with compile times. Whenever a new material/effect/whatever comination is encountered rendering will have to wait for a split second for the shader to compile. This is noticable especially in the first few seconds on a new map.
Comment
-
Originally posted by curaga View PostWhy? Surely you could cache those at level load time?
It should be feasible to overcome these problems, but nobody made an attempt. It's a big more complicated than it sounds at first.
Comment
Comment