diff options
author | Timothy Arceri <[email protected]> | 2017-01-18 10:28:22 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-04-24 12:08:14 +1000 |
commit | ad55b1a7701ad51234af3b9fc30f4c54d2546b86 (patch) | |
tree | 522b95c4eaf37ffa738c0dbac99cb9e5bed0baf1 | |
parent | 21173194db12f5eff7361040c038dbfc9cde46e4 (diff) |
i965: remove GLSL IR optimisation loop
IVB is running into some spilling issues in piglit with the
loop removed. However those tests are not really reflective
of a real world use case, also fp64 is brand new to IVB
so we leave the spilling issues to be resolved at a later
time.
Run time for shader-db on my machine goes from ~795 seconds to
~665 seconds.
shader-db results BDW:
total instructions in shared programs: 12969459 -> 12968891 (-0.00%)
instructions in affected programs: 1463154 -> 1462586 (-0.04%)
helped: 3622
HURT: 3326
total cycles in shared programs: 246453572 -> 246504318 (0.02%)
cycles in affected programs: 208842622 -> 208893368 (0.02%)
helped: 24029
HURT: 35407
total loops in shared programs: 2931 -> 2931 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 14560 -> 14498 (-0.43%)
spills in affected programs: 2270 -> 2208 (-2.73%)
helped: 17
HURT: 2
total fills in shared programs: 19671 -> 19632 (-0.20%)
fills in affected programs: 2060 -> 2021 (-1.89%)
helped: 17
HURT: 2
LOST: 17
GAINED: 40
Most of the hurt shaders are 1-2 instructions, with what looks like a max of 7.
I've looked at the worst cycles regressions and as far as I can tell its just
a scheduling difference.
Acked-by: Elie Tournier <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_link.cpp | 16 |
1 files changed, 0 insertions, 16 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp index 7c10a40bdfe..2e75b8a47c6 100644 --- a/src/mesa/drivers/dri/i965/brw_link.cpp +++ b/src/mesa/drivers/dri/i965/brw_link.cpp @@ -88,7 +88,6 @@ process_glsl_ir(struct brw_context *brw, struct gl_linked_shader *shader) { struct gl_context *ctx = &brw->ctx; - const struct brw_compiler *compiler = brw->screen->compiler; const struct gl_shader_compiler_options *options = &ctx->Const.ShaderCompilerOptions[shader->Stage]; @@ -132,21 +131,6 @@ process_glsl_ir(struct brw_context *brw, lower_noise(shader->ir); lower_quadop_vector(shader->ir, false); - bool progress; - do { - progress = false; - - if (compiler->scalar_stage[shader->Stage]) { - if (shader->Stage == MESA_SHADER_VERTEX || - shader->Stage == MESA_SHADER_FRAGMENT) - brw_do_channel_expressions(shader->ir); - brw_do_vector_splitting(shader->ir); - } - - progress = do_common_optimization(shader->ir, true, true, - options, ctx->Const.NativeIntegers) || progress; - } while (progress); - validate_ir_tree(shader->ir); /* Now that we've finished altering the linked IR, reparent any live IR back |