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authorTimothy Arceri <[email protected]>2018-09-24 18:18:48 +1000
committerTimothy Arceri <[email protected]>2018-09-25 09:31:22 +1000
commit72e4287e8f6df5863562623428a7281f40fdd2fd (patch)
treeab1f330bc719a0bbad14fbf65efa3cc0c7371c43 /src/amd/vulkan
parentf03a1605922faffa7773ef991d1f3e207aff6afa (diff)
radv: make use of nir_lower_load_const_to_scalar()
This allows NIR to CSE more operations. LLVM does this also so the impact is limited, however doing this in NIR allows other opts to make progress. For example in radeonsi more loops are unrolled in Civilization Beyond Earth. The actual pipeline-db stats are not overwhelming but even in the negatively affected shaders the NIR is clearly better. It just happens that the code shuffling and in some cases calls to max rather than a flt result in the final output from LLVM not giving as good numbers. However this is an incremental opt that further passes build off so the change should be made IMO. Totals from affected shaders: SGPRS: 20192 -> 20184 (-0.04 %) VGPRS: 19516 -> 19524 (0.04 %) Spilled SGPRs: 437 -> 444 (1.60 %) Spilled VGPRs: 0 -> 0 (0.00 %) Private memory VGPRs: 0 -> 0 (0.00 %) Scratch size: 0 -> 0 (0.00 %) dwords per thread Code Size: 1527444 -> 1522276 (-0.34 %) bytes LDS: 6 -> 6 (0.00 %) blocks Max Waves: 1018 -> 1016 (-0.20 %) Wait states: 0 -> 0 (0.00 %) Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/amd/vulkan')
-rw-r--r--src/amd/vulkan/radv_shader.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 9c038a5570d..3e3eb96a531 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -316,6 +316,8 @@ radv_shader_compile_to_nir(struct radv_device *device,
.lower_vote_eq_to_ballot = 1,
});
+ nir_lower_load_const_to_scalar(nir);
+
if (!(flags & VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT))
radv_optimize_nir(nir, false);