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authorTimothy Arceri <[email protected]>2017-01-24 14:07:04 +1100
committerTimothy Arceri <[email protected]>2017-01-25 09:07:30 +1100
commit34ab9b0947cdc1f035ca8379a92677b66ec604a5 (patch)
tree7a0db1b4d17a33c1cf1f5d3ce55d045a43940ef4
parentc4a0c1efff77ed90dfebf969348cd440195ae38a (diff)
glsl: lower constant arrays to uniform arrays before optimisation loop
Previously the constant array would not get copy propagated until the backend did its GLSL IR opt loop. I plan on removing that from i965 shortly which caused huge regressions in Deus-ex and Tomb Raider which have large constant arrays. Moving lowering before the opt loop in the GLSL linker fixes this and unexpectedly improves some compute shaders also. shader-db results BDW: instructions helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 204 -> 194 (-4.90%) instructions helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1010 -> 741 (-26.63%) instructions helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 542 -> 385 (-28.97%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1831382 -> 1818492 (-0.70%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 216238 -> 206180 (-4.65%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 18484 -> 16644 (-9.95%) total instructions in shared programs: 13060313 -> 13059877 (-0.00%) instructions in affected programs: 1756 -> 1320 (-24.83%) helped: 3 HURT: 0 total cycles in shared programs: 256586698 -> 256561910 (-0.01%) cycles in affected programs: 2066104 -> 2041316 (-1.20%) helped: 3 HURT: 0 V3: only call the opt loop if lowering progressed (Suggested by Eric) V2: call opts before and after lowering (Suggested by Ken) Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/compiler/glsl/linker.cpp39
1 files changed, 26 insertions, 13 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index dafa39d438d..b768a6e5285 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4608,6 +4608,24 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
return true;
}
+static void
+linker_optimisation_loop(struct gl_context *ctx, exec_list *ir,
+ unsigned stage)
+{
+ if (ctx->Const.GLSLOptimizeConservatively) {
+ /* Run it just once. */
+ do_common_optimization(ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers);
+ } else {
+ /* Repeat it until it stops making changes. */
+ while (do_common_optimization(ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers))
+ ;
+ }
+}
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
@@ -4882,20 +4900,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
lower_tess_level(prog->_LinkedShaders[i]);
}
- if (ctx->Const.GLSLOptimizeConservatively) {
- /* Run it just once. */
- do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers);
- } else {
- /* Repeat it until it stops making changes. */
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers))
- ;
- }
+ /* Call opts before lowering const arrays to uniforms so we can const
+ * propagate any elements accessed directly.
+ */
+ linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
+
+ /* Call opts after lowering const arrays to copy propagate things. */
+ if (lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i))
+ linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
- lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
propagate_invariance(prog->_LinkedShaders[i]->ir);
}