diff options
author | Jason Ekstrand <[email protected]> | 2015-09-21 10:42:19 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2015-10-02 14:18:46 -0700 |
commit | b85761d11d2abff4d45a4938b34c1c7840c97339 (patch) | |
tree | 6cac53697e32a2cae99959393232f40a2efa11df | |
parent | 4e0a8e0a50c9ac91cb7a70b92b8d9c6fcc02b7aa (diff) |
i965/vec4: Always use NIR
GLSL IR vs. NIR shader-db results for vec4 programs on i965:
total instructions in shared programs: 1499328 -> 1388354 (-7.40%)
instructions in affected programs: 1245199 -> 1134225 (-8.91%)
helped: 7469
HURT: 2440
GLSL IR vs. NIR shader-db results for vec4 programs on G4x:
total instructions in shared programs: 1436799 -> 1325825 (-7.72%)
instructions in affected programs: 1205599 -> 1094625 (-9.20%)
helped: 7469
HURT: 2440
GLSL IR vs. NIR shader-db results for vec4 programs on Iron Lake:
total instructions in shared programs: 1436654 -> 1325682 (-7.72%)
instructions in affected programs: 1205503 -> 1094531 (-9.21%)
helped: 7468
HURT: 2440
GLSL IR vs. NIR shader-db results for vec4 programs on Sandy Bridge:
total instructions in shared programs: 2016249 -> 1787033 (-11.37%)
instructions in affected programs: 1850547 -> 1621331 (-12.39%)
helped: 14856
HURT: 1481
GLSL IR vs. NIR shader-db results for vec4 programs on Ivy Bridge:
total instructions in shared programs: 1848027 -> 1648216 (-10.81%)
instructions in affected programs: 1660279 -> 1460468 (-12.03%)
helped: 14668
HURT: 1369
GLSL IR vs. NIR shader-db results for vec4 programs on Bay Trail:
total instructions in shared programs: 1848027 -> 1648216 (-10.81%)
instructions in affected programs: 1660279 -> 1460468 (-12.03%)
helped: 14668
HURT: 1369
GLSL IR vs. NIR shader-db results for vec4 programs on Haswell:
total instructions in shared programs: 1848027 -> 1648216 (-10.81%)
instructions in affected programs: 1660279 -> 1460468 (-12.03%)
helped: 14668
HURT: 1369
I also ran our full suite of benchmarks on a Haswell and had the following
statistically significant (according to ministat) changes:
Test master-glsl master-nir diff
bench_OglGeomPoint 461.556 463.006 1.450
bench_OglTerrainFlyInst 184.484 187.574 3.090
bench_OglTerrainPanInst 132.412 136.307 3.895
bench_OglTexFilterAniso 19.653 19.645 -0.008
bench_OglTexFilterTri 58.333 58.009 -0.324
bench_OglVSInstancing 65.049 65.327 0.278
bench_trexoff 69.474 69.694 0.220
bench_valley 40.708 41.125 0.417
v2 (Jason Ekstrand):
- Remove more uses of NirOptions as a switch
- New shader-db numbers
- Added benchmark numbers
Reviewed-by: Matt Turner <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_program.c | 10 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_shader.cpp | 14 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_vec4.cpp | 39 |
3 files changed, 14 insertions, 49 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c index 0e4b823b6e9..a034dacd87b 100644 --- a/src/mesa/drivers/dri/i965/brw_program.c +++ b/src/mesa/drivers/dri/i965/brw_program.c @@ -142,9 +142,7 @@ brwProgramStringNotify(struct gl_context *ctx, brw_add_texrect_params(prog); - if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions) { - prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true); - } + prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true); brw_fs_precompile(ctx, NULL, prog); break; @@ -168,10 +166,8 @@ brwProgramStringNotify(struct gl_context *ctx, brw_add_texrect_params(prog); - if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions) { - prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX, - brw->intelScreen->compiler->scalar_vs); - } + prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX, + brw->intelScreen->compiler->scalar_vs); brw_vs_precompile(ctx, NULL, prog); break; diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index af85bd241ec..2c23f53c635 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -142,8 +142,7 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo) if (devinfo->gen < 7) compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true; - if (is_scalar || brw_env_var_as_boolean("INTEL_USE_NIR", true)) - compiler->glsl_compiler_options[i].NirOptions = nir_options; + compiler->glsl_compiler_options[i].NirOptions = nir_options; } return compiler; @@ -271,8 +270,6 @@ process_glsl_ir(gl_shader_stage stage, brw_lower_texture_gradients(brw, shader->ir); do_vec_index_to_cond_assign(shader->ir); lower_vector_insert(shader->ir, true); - if (options->NirOptions == NULL) - brw_do_cubemap_normalize(shader->ir); lower_offset_arrays(shader->ir); brw_do_lower_unnormalized_offset(shader->ir); lower_noise(shader->ir); @@ -341,9 +338,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { struct gl_shader *shader = shProg->_LinkedShaders[stage]; - const struct gl_shader_compiler_options *options = - &ctx->Const.ShaderCompilerOptions[stage]; - if (!shader) continue; @@ -391,10 +385,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) brw_add_texrect_params(prog); - if (options->NirOptions) { - prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage, - is_scalar_shader_stage(compiler, stage)); - } + prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage, + is_scalar_shader_stage(compiler, stage)); _mesa_reference_program(ctx, &prog, NULL); } diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp index c61b38548f7..056ce398225 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp @@ -1786,9 +1786,6 @@ vec4_visitor::emit_shader_time_write(int shader_time_subindex, src_reg value) bool vec4_visitor::run() { - bool use_vec4_nir = - compiler->glsl_compiler_options[stage].NirOptions != NULL; - sanity_param_count = prog->Parameters->NumParameters; if (shader_time_index >= 0) @@ -1798,19 +1795,10 @@ vec4_visitor::run() emit_prolog(); - if (use_vec4_nir) { - assert(prog->nir != NULL); - emit_nir_code(); - if (failed) - return false; - } else if (shader) { - /* Generate VS IR for main(). (the visitor only descends into - * functions called "main"). - */ - visit_instructions(shader->base.ir); - } else { - emit_program_code(); - } + assert(prog->nir != NULL); + emit_nir_code(); + if (failed) + return false; base_ir = NULL; emit_thread_end(); @@ -1823,18 +1811,9 @@ vec4_visitor::run() * that we have reladdr computations available for CSE, since we'll * often do repeated subexpressions for those. */ - if (shader || use_vec4_nir) { - move_grf_array_access_to_scratch(); - move_uniform_array_access_to_pull_constants(); - } else { - /* The ARB_vertex_program frontend emits pull constant loads directly - * rather than using reladdr, so we don't need to walk through all the - * instructions looking for things to move. There isn't anything. - * - * We do still need to split things to vec4 size. - */ - split_uniform_registers(); - } + move_grf_array_access_to_scratch(); + move_uniform_array_access_to_pull_constants(); + pack_uniform_registers(); move_push_constants_to_pull_constants(); split_virtual_grfs(); @@ -1974,9 +1953,7 @@ brw_vs_emit(struct brw_context *brw, if (unlikely(INTEL_DEBUG & DEBUG_VS)) brw_dump_ir("vertex", prog, &shader->base, &vp->Base); - if (!vp->Base.nir && - (brw->intelScreen->compiler->scalar_vs || - brw->intelScreen->compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != NULL)) { + if (!vp->Base.nir) { /* Normally we generate NIR in LinkShader() or * ProgramStringNotify(), but Mesa's fixed-function vertex program * handling doesn't notify the driver at all. Just do it here, at |