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9777c8bc65
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: * 1,846,641,596 cycles * 1,845,635,336 cycles * 1,841,335,225 cycles AFTER: * 1,764,035,136 cycles * 1,767,948,767 cycles * 1,773,927,734 cycles So callgrind would estimate a 3.6% improvement at least. The counterpoint is that the caller might get an allocation that is potentially bigger than necessary. I would expect that allocation to be rather short-lived anyway, so that's probably not a problem. |
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.. | ||
checksum.c | ||
d3d_asm.c | ||
d3dbc.c | ||
dxbc.c | ||
dxil.c | ||
fx.c | ||
glsl.c | ||
hlsl_codegen.c | ||
hlsl_constant_ops.c | ||
hlsl.c | ||
hlsl.h | ||
hlsl.l | ||
hlsl.y | ||
ir.c | ||
libvkd3d-shader.pc.in | ||
msl.c | ||
preproc.h | ||
preproc.l | ||
preproc.y | ||
spirv.c | ||
tpf.c | ||
vkd3d_shader_main.c | ||
vkd3d_shader_private.h | ||
vkd3d_shader.map |