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| Common | ||
| D3D8 | ||
| D3D9 | ||
| Device | ||
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| OpenGL | ||
| Pipeline | ||
| Reactor | ||
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| Shader | ||
| SwiftShader | ||
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| WSI | ||
| Android.bp | ||
| SwiftShader.workspace | ||
| clang-format-all.sh | ||
| clang-format-separate.sh | ||
| commit_id.py | ||
| swiftshader.gni |
This works well as our use-case is to lookup the same addresses multiple times (loops, helper functions, etc.). With a simple timing of ReactorUnitTests.exe, with this optimization enabled, total time dropped from 16.72 seconds to 2.24 seconds (~7.5X faster). This optimization is especially important for Mac where resolving stack addresses takes much longer than on other platforms. With this optimization, running a specific gles-unittests test, it was able to output the callstack trace in about 30 seconds; without, it was still emitting jit code after 10 minutes at which point I gave up. Bug: b/131425026 Change-Id: I97e76256220f73fba0a1fc4099532e833f561551 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/32369 Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by:Antonio Maiorano <amaiorano@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Ben Clayton <bclayton@google.com>
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