Displaying 4 results from an estimated 4 matches for "steensguaard".
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steensgaard
2013 Oct 30
2
[LLVMdev] Is there pass to break down <4 x float> to scalars
...lias Analysis Evaluator Pointer Alias Summary: 0%/100%/0%/0%
49 Total ModRef Queries Performed
0 no mod/ref responses (0.0%)
0 mod responses (0.0%)
0 ref responses (0.0%)
49 mod & ref responses (100.0%)
Alias Analysis Evaluator Mod/Ref Summary: 0%/0%/0%/100%
Our c/c++ compiler uses steensguaard's points-to algorithm, so I turns to
find -steens-aa. It seems that llvm's poolalloc implements steens-aa,
right? does it still maintain?
I found I can not build rDSA using the latest llvm headers.
thanks,
--lx
On Fri, Oct 25, 2013 at 10:19 PM, Richard Sandiford <
rsandifo at linux.vn...
2013 Oct 30
0
[LLVMdev] Is there pass to break down <4 x float> to scalars
...ummary: 0%/100%/0%/0%
> 49 Total ModRef Queries Performed
> 0 no mod/ref responses (0.0%)
> 0 mod responses (0.0%)
> 0 ref responses (0.0%)
> 49 mod & ref responses (100.0%)
> Alias Analysis Evaluator Mod/Ref Summary: 0%/0%/0%/100%
>
> Our c/c++ compiler uses steensguaard's points-to algorithm, so I turns to
> find -steens-aa. It seems that llvm's poolalloc implements steens-aa,
> right? does it still maintain?
> I found I can not build rDSA using the latest llvm headers.
Sorry, I don't really know this part of llvm, so I'm not sure what to...
2013 Oct 25
0
[LLVMdev] Is there pass to break down <4 x float> to scalars
Liu Xin <navy.xliu at gmail.com> writes:
> I think we are solving a same problem. I am working on shader language
> too. I am not satisfied with current binaries because vector operations
> are kept in llvm opt.
>
> glsl shader language has an operation called "swizzle". It can select
> sub-components of a vector. If a shader only takes components "xy"
2013 Oct 25
3
[LLVMdev] Is there pass to break down <4 x float> to scalars
Hi, Richard,
I think we are solving a same problem. I am working on shader language
too. I am not satisfied with current binaries because vector operations
are kept in llvm opt.
glsl shader language has an operation called "swizzle". It can select
sub-components of a vector. If a shader only takes components "xy" for a
vec4. it's certainly wasteful to generate 4