_whitelogger_ has quit [Remote host closed the connection]
_whitelogger_ has joined #videocore
_whitelogger_ has joined #videocore
itoral has joined #videocore
itoral has joined #videocore
_whitelogger_ has quit [Remote host closed the connection]
_whitelogger has joined #videocore
gpoo has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
itoral has quit [Remote host closed the connection]
itoral has joined #videocore
<itoral>
apinheiro[m]1: I am working on plugging nops after a thrsw:
<itoral>
inst-and-stalls in affected programs: 12297868 -> 12024882 (-2.22%)
<itoral>
HURT: 17977
<itoral>
total inst-and-stalls in shared programs: 13753165 -> 13480179 (-1.98%)
<itoral>
helped: 65960
<itoral>
that's actually pretty good
<itoral>
almost a 2% improvement with a single patch
<itoral>
going through CI now
<itoral>
and I think I can actually do a bit better than that
<itoral>
in the final versionn
<apinheiro[m]1>
itoral: nice
<apinheiro[m]1>
btw, taking into accoun that most of your late work is for the broadcom compiler
<apinheiro[m]1>
perhaps it would be good to also do some perf measuref (before vs after) with OpenGL apps
<apinheiro[m]1>
so far we only did that with Vulkan apps
<itoral>
meh, I don't think that is necessary, gains should be on similar levels
<apinheiro[m]1>
ok, just pure curiosity
<itoral>
I mean, it is fine to collect stats if you're curious, I just expect to see similar results since well, they use the same compiler code :)
<itoral>
the only difference could be that in the case of OpenGL there is more CPU overhead and that may make some of the benfits smaller in some games
<itoral>
but it would not be related to the compiler opts at all