[Mesa-dev] [PATCH 00/20] RadeonSI: Optimized shader variants and other improvements

Edmondo Tommasina edmondo.tommasina at gmail.com
Thu Nov 17 20:18:54 UTC 2016


Hi Marek

This patch series is
Tested-by: Edmondo Tommasina <edmondo.tommasina at gmail.com>

The performance of The Talos Principle benchmark has increased
a bit on my configuration (RX 470). I repeated the test about 8 times
and it was always better with your patches.

Before: 36.5 FPS
After: 36.8 FPS

Other games tested:
- The Witcher 2
- Two Worlds

Thanks
edmondo


On Wed, Nov 16, 2016 at 7:38 PM, Marek Olšák <maraeo at gmail.com> wrote:
> Hi,
>
> Patches 1-10 are random improvements.
>
> Patches 11-14 are cleanups.
>
> Patches 15-20 add support for optimized shader variants compiled
> asynchronously (without stalling rendering).
>
> The following optimizations are implemented for the shader variants:
> - If user clipping is disabled, clip distances and the gl_ClipVertex
>   code is removed from vertex shaders.
> - All VS outputs not read by a PS are removed. All VS code that
>   computes those including vertex attribute loads is removed
>   automatically by dead-code elimination.
> - If GL_RASTERIZER_DISCARD is set, all varyings are removed from
>   vertex shaders.
> - If doing depth-only rendering, it has the same behavior for
>   vertex shaders as GL_RASTERIZER_DISCARD.
>
> It's all about optimizing vertex shaders and VS output resources.
>
> I've just realized I might have to limit the compilation of optimized
> shader variants to only a limited number of threads, so that apps
> aren't slowed down by this.
>
> I hope this is just the beginning of many things we can do with
> asynchronous compilation.
>
> Please review.
>
> Marek
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