Re: How to compile mainline mesa with experimental compilers and standards (C++17 and C11)

"John Jackson" <[email protected]>
Newsgroups gmane.comp.video.mesa3d.user
Message-ID <trinity-e708af71-bf3d-448e-a1b8-0775b4ab42b3-1509768349198@3c-app-mailcom-lxa09>
Philipp,

I went ahead and tried that on a very cpu intensive game scorched earth 3d, which is on my github, with about a similar update standard concept and it really did improve performance by a noticeable difference, it also shrunk the stripped -O3 compiled binary by 19%.  As far as the 32 bit version of mesa goes, I may try it since it compiles nicely! 

> Sent: Thursday, November 02, 2017 at 8:52 AM
> From: "Philipp Klaus Krause" <[email protected]>
> To: [email protected]
> Subject: Re: [Mesa-users] How to compile mainline mesa with experimental compilers and standards (C++17 and C11)
>
> Am 23.10.2017 um 21:59 schrieb John Jackson:
> > After a some effort, I went ahead and provided a writeup on how
> > compile mainline mesa with experimental compilers and standards at
> > https://github.com/jjaxse2017/Mainline-Mesa-Expermental. I was hoping
> > that there would be some interest with others doing so, to compare
> > the results on other cards/drivers. I measured around a 18%
> > improvement in performance against the padoka stable Ubuntu 17.04
> > drivers with gcc 7 and llvm 6 combined with standard c++ 17 being a
> > clear winner at optimization level 3. I went ahead and included a
> > compiled version for AMD video cards and would be really interested
> > to see the result differences with Open CL/Unigine benchmarks with
> > the newer AMD cards RX470+.
> 
> While I haven't tried with Mesa yet, I found that many compute-intensive
> applications benefit a lot from -fprofile-generate / -fprofile-use. You
> might want to experiemt with those for Mesa, too.
> 
> Philipp
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