[Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.
Tapani Pälli
tapani.palli at intel.com
Tue May 5 23:09:06 PDT 2015
On 05/06/2015 08:38 AM, Jason Ekstrand wrote:
>
> On May 5, 2015 10:17 PM, "Tapani Pälli" <tapani.palli at intel.com
> <mailto:tapani.palli at intel.com>> wrote:
> >
> >
> > On 05/06/2015 04:57 AM, Kenneth Graunke wrote:
> >>
> >> Vertex shader attribute and fragment shader output queries rely on being
> >> able to inspect top-level ir_variable objects. So, we have to keep
> >> those. However, functions and global temporary variables can be deleted
> >> with impunity.
> >>
> >> Saves 58MB of memory when replaying a Dota 2 trace on Broadwell.
> >>
> >> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org
> <mailto:kenneth at whitecape.org>>
> >> ---
> >> src/mesa/drivers/dri/i965/brw_shader.cpp | 43
> +++++++++++++++++++++++++++++++-
> >> 1 file changed, 42 insertions(+), 1 deletion(-)
> >>
> >> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp
> b/src/mesa/drivers/dri/i965/brw_shader.cpp
> >> index c1fd859..6e4abb2 100644
> >> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp
> >> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
> >> @@ -138,6 +138,45 @@ brw_lower_packing_builtins(struct brw_context *brw,
> >> lower_packing_builtins(ir, ops);
> >> }
> >>
> >> +static bool
> >> +is_vert_input_or_frag_output(gl_shader_stage stage, ir_variable *var)
> >
> >
> > I believe you'll need to save any input and output independent of
> shader stage as with GL_ARB_program_interface_query application can
> query if some input or output is referenced by a given stage. Did you
> encounter any failures on Piglit tests?
> >
> > I've been working to get rid of ir_variable on the background but it
> has taken a bit of time as there seems to be always something else to be
> worked first 'priority wise' ... but I think this is a nice start
> anyways to get rid of most IR in memory.
>
> Do you have a branch somewhere with that work in it? I would be
> interested in taking a look at it. I probably won't really work on it
> but i would, at the very least, like to see where all the ir_variable's
> end up getting tied in.
Sorry not, it's just a simple hack patch ATM where I try to preserve
only the ir_variable::data struct but I forgot that we really need a bit
more (like name, type ..) so things fall apart. My plan next is first to
introduce own structure where I keep adding fields as long as Piglit
tests pass. I could probably use nir_variable as it's more minimal than
ir_variable but that would be only for nir using drivers so I'm not sure
if proceeding there makes sense right now (?)
> --Jason
>
> >> +{
> >> + if (var) {
> >> + if (stage == MESA_SHADER_VERTEX) {
> >> + return var->data.mode == ir_var_shader_in ||
> >> + var->data.mode == ir_var_system_value;
> >> + }
> >> +
> >> + if (stage == MESA_SHADER_FRAGMENT) {
> >> + return var->data.mode == ir_var_shader_out;
> >> + }
> >> + }
> >> + return false;
> >> +}
> >> +
> >> +/**
> >> + * Delete GLSL IR except for VS inputs and FS outputs.
> >> + *
> >> + * Once we've translated to NIR, we don't need most of the linked
> GLSL IR anymore.
> >> + * However, GL API calls for introspecting certain shader
> inputs/outputs
> >> + * (shader_query.cpp) require us to keep some top-level ir_variables.
> >> + */
> >> +static void
> >> +delete_most_glsl_ir(struct gl_shader *shader)
> >> +{
> >> + void *mem_ctx = ralloc_context(NULL);
> >> + ralloc_adopt(mem_ctx, shader->ir);
> >> +
> >> + foreach_in_list_safe(ir_instruction, ir, shader->ir) {
> >> + if (!is_vert_input_or_frag_output(shader->Stage,
> ir->as_variable()))
> >> + ir->remove();
> >> + }
> >> +
> >> + reparent_ir(shader->ir, shader->ir);
> >> + ralloc_free(mem_ctx);
> >> +}
> >> +
> >> +
> >> static void
> >> process_glsl_ir(struct brw_context *brw,
> >> struct gl_shader_program *shader_prog,
> >> @@ -297,8 +336,10 @@ brw_link_shader(struct gl_context *ctx, struct
> gl_shader_program *shProg)
> >>
> >> brw_add_texrect_params(prog);
> >>
> >> - if (options->NirOptions)
> >> + if (options->NirOptions) {
> >> prog->nir = brw_create_nir(brw, shProg, prog,
> (gl_shader_stage) stage);
> >> + delete_most_glsl_ir(shader);
> >> + }
> >>
> >> _mesa_reference_program(ctx, &prog, NULL);
> >> }
> >>
> > _______________________________________________
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