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Revert lmode variant reduction #17440

Merged
merged 3 commits into from
May 9, 2023
Merged

Revert lmode variant reduction #17440

merged 3 commits into from
May 9, 2023

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hrydgard
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@hrydgard hrydgard commented May 9, 2023

Followup to #17439 , see that for explanation.

With that and this, we recover most of the performance loss on Mali-400. We still keep some of the variant reductions.

I'll experiment a little more and see if we can recover all of it... would be nice.

@hrydgard hrydgard added GE emulation Backend-independent GPU issues Performance Unexpected slow performance issues labels May 9, 2023
@hrydgard hrydgard added this to the v1.15.4 milestone May 9, 2023
@hrydgard hrydgard force-pushed the revert-lmode-flag branch from a56f4a0 to fd43807 Compare May 9, 2023 16:50
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hrydgard commented May 9, 2023

No, I think I'll stop here, we're almost there. For 1.16, I'll do like the vertex shaders and add a "fragment shader ubershader flag" so we can adjust between lowest shader count/longest shaders vs highest shader count / shortest shaders, based on the device we're running on. When we have the spare fragment shader power, optimizing for lowest shader count will provide the smoothest gameplay, but such is not the case on these very old devices.

@hrydgard hrydgard merged commit 51fc2c6 into master May 9, 2023
@hrydgard hrydgard deleted the revert-lmode-flag branch May 9, 2023 19:38
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