[Mesa-dev] [PATCH 0/6] RadeonSI: Let's just stop spilling SGPRs
Edward O'Callaghan
funfunctor at folklore1984.net
Wed Sep 14 00:09:10 UTC 2016
Patches 2,3 and 5 are easy enough and so,
Reviewed-by: Edward O'Callaghan <funfunctor at folklore1984.net>
Those numbers do look good but I think I'll leave the rest up to other
folks to review.
Kind Regards,
Edward.
On 09/14/2016 03:13 AM, Marek Olšák wrote:
> This is quite easy because we just have to get rid of all of
> the preloading at the beginning of shaders.
>
> I also removed preloading of PS inputs with literal indexing, which
> has almost the same effect as sinking interp instructions.
>
> I'm slightly concerned that LICM won't move interps because they are
> not considered speculatively-executable (=movable) by LLVM, but
> the shader-db stats show that it doesn't matter.
>
> LLVM is smart enough to do CSE where needed for both descriptor loads
> and interps. In fact, it's the CSE which is responsible for some of
> the remaining SGPR spills. (It makes sense if you think about it)
>
> The compile time increased by 6% because CSE has a lot more work,
> but it's certainly worth it.
>
>
> shader-db stats:
>
> [PATCH 4/6] radeonsi: get rid of img/buf/sampler descriptor
> https://people.freedesktop.org/~mareko/no_preload1.html
> [PATCH 5/6] radeonsi: get rid of constant buffer preloading
> https://people.freedesktop.org/~mareko/no_preload2.html
> [PATCH 6/6] radeonsi: reload PS inputs with direct indexing at each
> https://people.freedesktop.org/~mareko/no_preload3_ps.html
>
> Total diff:
> https://people.freedesktop.org/~mareko/no_preload_total.html
>
> Please review.
>
> Marek
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> mesa-dev at lists.freedesktop.org
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