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AMD R600g LLVM Back-End Is Working A Bit Better

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  • #11
    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.

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    • #12
      Originally posted by agd5f View Post
      The 32bit mesa build can sometimes pick up the 64 bit version of llvm depending on how you've configured things.
      With
      Code:
      export LLVM_CONFIG=/usr/bin/llvm-config32
      Which is:
      Code:
       ~ % llvm-config32 --libdir
      /usr/lib32/llvm
      A sane fallback is really good.
      Was the fallback active in the phoronix benchmarks?

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      • #13
        Originally posted by Veerappan View Post
        Wasn't Valve reportedly having issues with recompile times of dynamic/changing shaders during game run-time? /nitpick
        Actually 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.

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        • #14
          Originally posted by ChrisXY View Post
          A sane fallback is really good.
          Was the fallback active in the phoronix benchmarks?
          You'd have to check the shaders used by those applications.

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          • #15
            Originally posted by SavageX View Post
            Actually 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.
            Why? Surely you could cache those at level load time?

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            • #16
              I did not know that Michael had started using Prey as a benchmark.

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              • #17
                Originally posted by curaga View Post
                Why? Surely you could cache those at level load time?
                In theory yes, but the amount of possible shader combinations is surprisingly high and if done, e.g., on hard disk one needs to sure one does not try to stuff outdated shader compiles into the wrong card/driver/whatever.

                It should be feasible to overcome these problems, but nobody made an attempt. It's a big more complicated than it sounds at first.

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