diff options
author | Timothy Arceri <[email protected]> | 2017-01-24 14:07:04 +1100 |
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committer | Timothy Arceri <[email protected]> | 2017-01-25 09:07:30 +1100 |
commit | 34ab9b0947cdc1f035ca8379a92677b66ec604a5 (patch) | |
tree | 7a0db1b4d17a33c1cf1f5d3ce55d045a43940ef4 | |
parent | c4a0c1efff77ed90dfebf969348cd440195ae38a (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.cpp | 39 |
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); } |