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ANY4H is more efficient than ANY8H and ANY16H because it makes sure that whenever a whole subspan hits a discard statement it gets disabled by the EU until the end of the program, regardless of whether the discard condition is uniform across all channels of the SIMD8-16 thread. OTOH ANY8H/ANY16H would cause the rest of the program to be executed for *all* channels if only one of the channels hadn't taken the discard branch, potentially increasing the bandwidth and ALU usage of the program unnecessarily. This change increases the FPS by over 3x of a simple micro-benchmark that discards a bunch of fragments and then does a single costly texturing operation. I've just re-verified the FPS change on HSW and SKL, but I expect all platforms from Gen6 up to get a similar benefit. Note that we could potentially be more aggressive and use the NORMAL predicate to discard individual channels, but that would need to happen post-scheduling because the scheduler currently doesn't care to reorder HALT instructions with respect to other instructions, and the NORMAL predicate would cause the results of subsequent derivative computations to become undefined -- If the scheduler didn't reorder HALT instructions it would actually be safe to switch to NORMAL because the behavior of derivative computations after a non-uniform discard statement is undefined by the GLSL spec, but that would make the optimization implemented by one of the following commits somewhat more difficult. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. - install python 2.7 - install scons (latest) - install mingw, flex, and bison - install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe - install git - download mesa from git see http://www.mesa3d.org/repository.html - run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.
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