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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [i965] Compiler backend uses too much stack with Alien: Isolation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93840#c33">Comment # 33</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [i965] Compiler backend uses too much stack with Alien: Isolation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93840">bug 93840</a>
from <span class="vcard"><a class="email" href="mailto:eero.t.tamminen@intel.com" title="Eero Tamminen <eero.t.tamminen@intel.com>"> <span class="fn">Eero Tamminen</span></a>
</span></b>
<pre>(In reply to Darius Spitznagel from <a href="show_bug.cgi?id=93840#c32">comment #32</a>)
<span class="quote">> are there any news on this?</span >
I've provided Matt with apitrace of the startup, so he can investigate the
compiler side.
<span class="quote">> SKL and HSW are very different.
> Did you test mesa git with HSW instead of SKL?</span >
Don't have a set up where I could try the real game on one, but apitrace replay
didn't compile instruction-count-wise as large CS shaders as SKL (before it
failed to run rest of the trace), this was the largest:
43621: message: shader compiler issue 653: CS SIMD16 shader: 5210 inst, 0
loops, 118772 cycles, 207:471 spills:fills, Promote
d 0 constants, compacted 83360 to 58672 bytes.
Btw. I tried Apitrace trace on BDW and as expected, it had the same issue as
SKL. Perf says time is spent in intel backend:
-----------------------
Overhead Symbol
47,44% ra_allocate
15,38% fs_visitor::virtual_grf_interferes
12,04% fs_visitor::assign_regs
8,95% ra_add_node_adjacency
2,98% decrement_q.isra.2
1,63% ra_add_node_interference
-----------------------
Which seems very similar to <a class="bz_bug_link
bz_status_CLOSED bz_closed"
title="CLOSED FIXED - Older UnrealEngine v4 demos compute shaders compilation never finishes"
href="show_bug.cgi?id=98455">bug 98455</a>.
<span class="quote">> Maybe Xorg does play a role here? Forgot to mention my current Xorg version
> in last post...
>
> xserver-xorg-core 1.19.1</span >
X version should have no impact on what gets compiled in compute shader.
On BDW+, SIMD32 is needed to satisfy compute workgroup requirements, but from
the Apitrace output it seems that on HSW SIMD16 is enough, and that requires a
lot less registers.
-> That explains why things works on HSW, but not on anything newer. >3x
larger number of registers needs more stack to process and is *much* slower to
compile (it spills a lot).</pre>
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