[Mesa-dev] i RESEND More NIR linking optimisations
Dieter Nützel
Dieter at nuetzel-hh.de
Sat Nov 18 05:32:57 UTC 2017
For the series:
Tested-by: Dieter Nützel <Dieter at nuetzel-hh.de>
on RX580 with F1 2017
with Mesa-git taken from 2 days ago.
As there isn't much tessellation I do NOT see (any) much improvements.
Full HD 1920x1080, all _max_ (!)
before 3 times
min 24 27 25
average 41 40 40
max 57 56 56
after 3 times
min 24 28 24
average 40 41 40
max 58 57 57
Intel Xeon X3470 (Nehalem), 2.93 GHz, 4/8, 24 GB
but with (poor) PCIe 2.0, Width x8, Speed 5GT/s
Dieter
Am 15.11.2017 00:35, schrieb Timothy Arceri:
> This is a resend/rebase of the series I sent a couple of weeks ago,
> its rebased on some of Jason's changes to i965 NIR linking that
> landed in master.
>
> This series adds a varying array splitting pass as well a previous
> component packing series I sent out previously. This allows avoiding
> the
> workaround of calling gather shader info twice since we can more easily
> keep the input/output bitmasks in sync now that we don't need to worry
> about partial marking of arrays.
>
> Remaining improvements include adding a pass to compact varyings into
> consecutive
> slots rather than leaving empty slots when removing dead varyings.
>
> Shader-db results for serires on i965 (BDW):
>
> total instructions in shared programs: 13298718 -> 13191284 (-0.81%)
> instructions in affected programs: 2315180 -> 2207746 (-4.64%)
> helped: 14956
> HURT: 390
>
> total cycles in shared programs: 540151400 -> 539397048 (-0.14%)
> cycles in affected programs: 297905258 -> 297150906 (-0.25%)
> helped: 25231
> HURT: 13033
>
> total loops in shared programs: 3807 -> 3804 (-0.08%)
> loops in affected programs: 3 -> 0
> helped: 3
> HURT: 0
>
> total spills in shared programs: 86577 -> 86640 (0.07%)
> spills in affected programs: 1380 -> 1443 (4.57%)
> helped: 7
> HURT: 15
>
> total fills in shared programs: 90871 -> 90946 (0.08%)
> fills in affected programs: 1728 -> 1803 (4.34%)
> helped: 16
> HURT: 9
>
> LOST: 4
> GAINED: 15
>
> The spill hurt is all in dolphin uber shaders (as is most of the spill
> improvements).
>
> Two of the lost programs are SIMD16 programs are from CS: GO because
> 80% of the
> shaders get optimised away when we remove dead varying components,
> these are
> also the shaders where the 3 loops go away.
>
> Please review.
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