[Mesa-dev] [PATCH] radv: call constant folding before opt algebraic
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Tue May 7 15:45:58 UTC 2019
Nope, r-b
On Tue, May 7, 2019 at 8:36 AM Samuel Pitoiset
<samuel.pitoiset at gmail.com> wrote:
>
> Seems fine to,
>
> Reviewed-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
>
> Bas, any comments?
>
> On 5/7/19 7:14 AM, Timothy Arceri wrote:
> > ping!
> >
> > On 2/5/19 1:38 pm, Timothy Arceri wrote:
> >> The pattern of calling opt algebraic first seems to have originated
> >> in i965. The order in OpenGL drivers generally doesn't matter
> >> because the GLSL IR optimisations do constant folding before
> >> opt algebraic.
> >>
> >> However in Vulkan drivers calling opt algebraic first can result
> >> in missed constant folding opportunities.
> >>
> >> vkpipeline-db results (VEGA64):
> >>
> >> Totals from affected shaders:
> >> SGPRS: 3160 -> 3176 (0.51 %)
> >> VGPRS: 3588 -> 3580 (-0.22 %)
> >> Spilled SGPRs: 52 -> 44 (-15.38 %)
> >> Spilled VGPRs: 0 -> 0 (0.00 %)
> >> Private memory VGPRs: 0 -> 0 (0.00 %)
> >> Scratch size: 12 -> 12 (0.00 %) dwords per thread
> >> Code Size: 261812 -> 261036 (-0.30 %) bytes
> >> LDS: 7 -> 7 (0.00 %) blocks
> >> Max Waves: 346 -> 348 (0.58 %)
> >> Wait states: 0 -> 0 (0.00 %)
> >> ---
> >> src/amd/vulkan/radv_shader.c | 2 +-
> >> 1 file changed, 1 insertion(+), 1 deletion(-)
> >>
> >> diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
> >> index cd5a9f2afb4..ad7b2439735 100644
> >> --- a/src/amd/vulkan/radv_shader.c
> >> +++ b/src/amd/vulkan/radv_shader.c
> >> @@ -162,8 +162,8 @@ radv_optimize_nir(struct nir_shader *shader, bool
> >> optimize_conservatively,
> >> NIR_PASS(progress, shader, nir_opt_dead_cf);
> >> NIR_PASS(progress, shader, nir_opt_cse);
> >> NIR_PASS(progress, shader, nir_opt_peephole_select,
> >> 8, true, true);
> >> - NIR_PASS(progress, shader, nir_opt_algebraic);
> >> NIR_PASS(progress, shader, nir_opt_constant_folding);
> >> + NIR_PASS(progress, shader, nir_opt_algebraic);
> >> NIR_PASS(progress, shader, nir_opt_undef);
> >> NIR_PASS(progress, shader,
> >> nir_opt_conditional_discard);
> >> if (shader->options->max_unroll_iterations) {
> >>
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