[Bug 109926] dEQP-GLES3.functional.shaders.loops.short_circuit.do_while_fragment fails
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Mar 7 16:42:42 UTC 2019
https://bugs.freedesktop.org/show_bug.cgi?id=109926
Bug ID: 109926
Summary: dEQP-GLES3.functional.shaders.loops.short_circuit.do_w
hile_fragment fails
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: ASSIGNED
Keywords: bisected, regression
Severity: normal
Priority: medium
Component: Drivers/Gallium/Iris
Assignee: t_arceri at yahoo.com.au
Reporter: mark.a.janes at intel.com
QA Contact: intel-3d-bugs at lists.freedesktop.org
CC: kenneth at whitecape.org
This test regressed with:
ecceb076e5c99cea94b853a9600947fe78b3ca74
Author: Timothy Arceri <tarceri at itsqueeze.com>
st/glsl: start spilling out common st glsl conversion code
The NIR and TGSI paths are currently intertwined which makes it
not only hard to follow but also makes it hard to take advantage
of the differences in IR.
Here we take the first step to splitting that path apart. With
this we take the opportunity to no longer call the GLSL IR
optimisation passes after the final lowering calls for NIR. We
can instead just use the NIR passes which can produce better code
and should also result in faster compile times.
The speed-up can be measured in some dolphin uber shaders due to
no longer calling lower_if_to_cond_assign() for example
dolphin/ubershaders/120.shader_test goes from ~1.63 -> ~1.53
seconds on my machine.
There are some code changes as a result of not calling
lower_if_to_cond_assign(), this is because it flattens ifs that
contain UBOs where as NIR's peephole select doesn't. This is
were most of the regressions in Max Waves happens with shader-db.
shader-db results (VEGA):
Totals from affected shaders:
SGPRS: 2349056 -> 2349640 (0.02 %)
VGPRS: 1322160 -> 1323300 (0.09 %)
Spilled SGPRs: 21190 -> 21527 (1.59 %)
Spilled VGPRs: 99 -> 99 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 72 -> 72 (0.00 %) dwords per thread
Code Size: 57260904 -> 57270932 (0.02 %) bytes
Compile Time: 1107186 -> 1022942 (-7.61 %) milliseconds
LDS: 786 -> 786 (0.00 %) blocks
Max Waves: 391932 -> 391619 (-0.08 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Eric Anholt <eric at anholt.net>
--------------------------------------------------------------
./deqp-gles3 -n
dEQP-GLES3.functional.shaders.loops.short_circuit.do_while_fragment
Test Output:
INCORRECT RESULT for sub-case 1 of 2):
Failing shader input/output values:
input bool in0: false
expected int sideEffectCounter: 0
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