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llvmpipe: optimise triangle setup

Dave Airlie requested to merge airlied/mesa:llvmpipe-tri-opts into main

I took some perf traces from glretrace of the paraview pv-manysphere.trace just to look at vertex processing overheads.

Slightly surprising to me is that most of the overhead for a lot of triangle processing is in triangle setup not in draw/vertex shader execution.

This series is just a bunch of small optimisations, mostly to reduce per-triangle memory read/writes, it avoids some 64-bit memory accesses that definitely show up in the perf traces and stop showing up after this.

Edited by Dave Airlie

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