vkd3d-shader/spirv: Cache numeric types without through the general declaration cache.

Numeric types are used very frequently, and doing a tree search
each time one is needed tends to waste a lot of time.

I ran the compilation of ~1000 DXBC-TPF shaders randomly taken from
my collection and measured the performance using callgrind and the
kcachegrind "cycle count" estimation.

BEFORE:
 * 1,764,035,136 cycles
 * 1,767,948,767 cycles
 * 1,773,927,734 cycles

AFTER:
 * 1,472,384,755 cycles
 * 1,469,506,188 cycles
 * 1,470,191,425 cycles

So callgrind would estimate a 16% improvement at least.
This commit is contained in:
Giovanni Mascellani
2024-09-19 15:00:28 +02:00
committed by Henri Verbeet
parent 3a21daa49e
commit a2aeb3a142
Notes: Henri Verbeet 2024-09-23 15:57:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1103
2 changed files with 23 additions and 8 deletions

View File

@@ -59,6 +59,8 @@
#define VKD3D_VEC4_SIZE 4
#define VKD3D_DVEC2_SIZE 2
#define VKD3D_SHADER_COMPONENT_TYPE_COUNT (VKD3D_SHADER_COMPONENT_UINT64 + 1)
enum vkd3d_shader_error
{
VKD3D_SHADER_ERROR_DXBC_INVALID_SIZE = 1,