[Mesa-dev] [PATCH] i965: Use NIR by default for vertex shaders on GEN8+
Matt Turner
mattst88 at gmail.com
Sat May 16 12:12:29 PDT 2015
On Fri, May 8, 2015 at 3:27 AM, Kenneth Graunke <kenneth at whitecape.org> wrote:
> Looking at a couple of the shaders that are still worse off...it looks
> like a ton of Source shaders used to do MUL/ADD with an attribute and
> two immediates, and now are doing MOV/MOV/MAD.
I just looked, and thought that too for a minute, but it actually
shouldn't be doing that. Take for instance:
shaders/closed/steam/dota-2/498.shader_test VS SIMD8: 47 -> 53 (12.77%)
It indeed replaces 6x MUL/ADD pairs with MOV/MAD (introducing 6 extra
MOVs), but....
Without NIR we have
mul(8) g15<1>F g6<8,8,1>F 6F
...
add(8) g16<1>F g15<8,8,1>F 2.1F
add(8) g35<1>F g15<8,8,1>F 3.1F
add(8) g42<1>F g15<8,8,1>F 4.1F
add(8) g45<1>F g15<8,8,1>F 5.1F
add(8) g48<1>F g15<8,8,1>F 0.1F
add(8) g51<1>F g15<8,8,1>F 1.1F
That is, one multiply is consumed by 6 adds.
With NIR we have
mov(1) g22<1>F 2.1F
mov(1) g22.1<1>F 6F
mad(8) g16<1>F g22<0,1,0>.xF g22.1<0,1,0>.xF g6<4,4,1>F
mov(1) g22.2<1>F 3.1F
mad(8) g23<1>F g22.2<0,1,0>.xF g22.1<0,1,0>.xF g6<4,4,1>F
mov(1) g22.3<1>F 4.1F
mad(8) g30<1>F g22.3<0,1,0>.xF g22.1<0,1,0>.xF g6<4,4,1>F
mov(1) g22.4<1>F 5.1F
mad(8) g33<1>F g22.4<0,1,0>.xF g22.1<0,1,0>.xF g6<4,4,1>F
mov(1) g22.5<1>F 0.1F
mad(8) g36<1>F g22.5<0,1,0>.xF g22.1<0,1,0>.xF g6<4,4,1>F
mov(1) g22.6<1>F 1.1F
mad(8) g39<1>F g22.6<0,1,0>.xF g22.1<0,1,0>.xF g6<4,4,1>F
So we're doing the g6 * 6F operation 6 times! We see this in the NIR as well:
vec1 ssa_419 = ffma ssa_384, ssa_132, ssa_133
vec1 ssa_423 = ffma ssa_384, ssa_132, ssa_135
vec1 ssa_427 = ffma ssa_384, ssa_132, ssa_137
vec1 ssa_428 = ffma ssa_384, ssa_132, ssa_139
vec1 ssa_429 = ffma ssa_384, ssa_132, ssa_141
vec1 ssa_430 = ffma ssa_384, ssa_132, ssa_144
Whoops. Ideas for fixing that? I'm guessing that this accounts for
nearly all of the remaining 1120 hurt programs.
More information about the mesa-dev
mailing list