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<body><span class="vcard"><a class="email" href="mailto:t_arceri@yahoo.com.au" title="Timothy Arceri <t_arceri@yahoo.com.au>"> <span class="fn">Timothy Arceri</span></a>
</span> changed
<a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL compilation can be very slow"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93681">bug 93681</a>
<br>
<table border="1" cellspacing="0" cellpadding="8">
<tr>
<th>What</th>
<th>Removed</th>
<th>Added</th>
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<tr>
<td style="text-align:right;">Assignee</td>
<td>idr@freedesktop.org
</td>
<td>jason@jlekstrand.net
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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL compilation can be very slow"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93681#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL compilation can be very slow"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93681">bug 93681</a>
from <span class="vcard"><a class="email" href="mailto:t_arceri@yahoo.com.au" title="Timothy Arceri <t_arceri@yahoo.com.au>"> <span class="fn">Timothy Arceri</span></a>
</span></b>
<pre>(In reply to Timothy Arceri from <a href="show_bug.cgi?id=93681#c9">comment #9</a>)
<span class="quote">> This shader now seems to be causing a crash which is more concerning than
> the original perf issues.</span >
Bisected assert to:
commit 45912fb908f7a1d2efbce0f1dbe81e5bc975fbe1
Author: Jason Ekstrand <<a href="mailto:jason.ekstrand@intel.com">jason.ekstrand@intel.com</a>>
Date: Fri Dec 9 22:32:08 2016 -0800
i965/compiler: Use the new nir_opt_copy_prop_vars pass
We run this after nir_lower_vars_to_ssa so that as many load/store_var
intrinsics as possible before copy_prop_vars executes. This is because the
pass isn't particularly efficient (it does a lot of linear walks of a
linked list) so we'd like as much of the work as possible to be done before
copy_prop_vars runs.
Shader DB results on Sky Lake:
total instructions in shared programs: 12020290 -> 12013627 (-0.06%)
instructions in affected programs: 26033 -> 19370 (-25.59%)
helped: 16
HURT: 13
total cycles in shared programs: 137772848 -> 137549012 (-0.16%)
cycles in affected programs: 6955660 -> 6731824 (-3.22%)
helped: 217
HURT: 237
total loops in shared programs: 3208 -> 3208 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 4112 -> 4057 (-1.34%)
spills in affected programs: 483 -> 428 (-11.39%)
helped: 2
HURT: 0
total fills in shared programs: 5519 -> 5102 (-7.56%)
fills in affected programs: 993 -> 576 (-41.99%)
helped: 2
HURT: 0
LOST: 0
GAINED: 0
Broadwell had similar results. On older hardware, the impact isn't as
large because they don't advertise GL 4.5. Of the hurt programs, all but
one are hurt by a single instruction and the one is hurt by 3 instructions.
All of the helped programs, on the other hand, are helped by at least 3
instructions and one kerbal space program shader is helped by 44.59%.
The real star of the show, however, is the Gl43CSDof synmark2 benchmark
which has two shaders which are cut by 28% and 40% and the over-all runtime
performance of the benchmark on my Sky Lake laptop is improved by around
25-30% (it's a bit hard to be exact due to thermal throttling).
Reviewed-by: Timothy Arceri <<a href="mailto:timothy.arceri@collabora.com">timothy.arceri@collabora.com</a>></pre>
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