[Bug 70613] Repeated function call gives HUGE increases to compile time
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Oct 21 05:11:52 PDT 2013
https://bugs.freedesktop.org/show_bug.cgi?id=70613
--- Comment #3 from Petri Latvala <petri.latvala at intel.com> ---
Tested with Mesa commit e6c2afa9ceacc188690deba9da7b46bf1a0a9027 (2013-10-13,
10.0.0-devel)
Slow compile times reproduced in this version. Profiling gives
(pprof) top10
Total: 1537 samples
299 19.5% 19.5% 299 19.5% fs_visitor::virtual_grf_interferes
217 14.1% 33.6% 1132 73.6% fs_visitor::assign_regs
185 12.0% 45.6% 185 12.0% pq_test (inline)
155 10.1% 55.7% 267 17.4% ra_add_node_adjacency
136 8.8% 64.5% 138 9.0% instruction_scheduler::add_dep [clone
.part.4]
76 4.9% 69.5% 76 4.9% ra_get_spill_benefit.isra.1
46 3.0% 72.5% 151 9.8% ra_add_node_interference
33 2.1% 74.6% 33 2.1% get_assignment_entry
29 1.9% 76.5% 40 2.6% _int_malloc
24 1.6% 78.1% 100 6.5% __GI___libc_realloc
Further:
INTEL_DEBUG=perf prints
16-wide shader failed to compile, falling back to 8-wide at a 10-20%
performance cost: FS compile failed: Failure to register allocate. Reduce
number of live scalar values to avoid this.
Fragment shader triggered register spilling. Try reducing the number of live
scalar values to improve performance.
while compiling the shader, and afterwards (presumably triggered by
glUseProgram)
16-wide shader failed to compile, falling back to 8-wide at a 10-20%
performance cost: FS compile failed: Failure to register allocate. Reduce
number of live scalar values to avoid this.
Recompiling fragment shader for program 1
fragment color clamping 1->0
FS compile took 7057.783 ms and stalled the GPU
Fragment shader triggered register spilling. Try reducing the number of live
scalar values to improve performance.
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