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authorTimothy Arceri <[email protected]>2019-04-08 20:13:49 +1000
committerTimothy Arceri <[email protected]>2019-04-09 11:29:41 +1000
commite30804c6024f9b97e3a73266ee08ae6655eea5e2 (patch)
tree89e325b0553434bf011eb3fd86f27db46f1f854e /src/amd
parentc6cf602121bec6e2c7447eb4a6302e06e9d902c9 (diff)
nir/radv: remove restrictions on opt_if_loop_last_continue()
When I implemented opt_if_loop_last_continue() I had restricted this pass from moving other if-statements inside the branch opposite the continue. At the time it was causing a bunch of spilling in shader-db for i965. However Samuel Pitoiset noticed that making this pass more aggressive significantly improved the performance of Doom on RADV. Below are the statistics he gathered. 28717 shaders in 14931 tests Totals: SGPRS: 1267317 -> 1267549 (0.02 %) VGPRS: 896876 -> 895920 (-0.11 %) Spilled SGPRs: 24701 -> 26367 (6.74 %) Code Size: 48379452 -> 48507880 (0.27 %) bytes Max Waves: 241159 -> 241190 (0.01 %) Totals from affected shaders: SGPRS: 23584 -> 23816 (0.98 %) VGPRS: 25908 -> 24952 (-3.69 %) Spilled SGPRs: 503 -> 2169 (331.21 %) Code Size: 2471392 -> 2599820 (5.20 %) bytes Max Waves: 586 -> 617 (5.29 %) The codesize increases is related to Wolfenstein II it seems largely due to an increase in phis rather than the existing jumps. This gives +10% FPS with Doom on my Vega56. Rhys Perry also benchmarked Doom on his VEGA64: Before: 72.53 FPS After: 80.77 FPS v2: disable pass on non-AMD drivers Reviewed-by: Ian Romanick <[email protected]> (v1) Acked-by: Samuel Pitoiset <[email protected]>
Diffstat (limited to 'src/amd')
-rw-r--r--src/amd/vulkan/radv_shader.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index d3d073d1db8..7cde5e728e4 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -158,7 +158,7 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
NIR_PASS(progress, shader, nir_opt_remove_phis);
NIR_PASS(progress, shader, nir_opt_dce);
}
- NIR_PASS(progress, shader, nir_opt_if);
+ NIR_PASS(progress, shader, nir_opt_if, true);
NIR_PASS(progress, shader, nir_opt_dead_cf);
NIR_PASS(progress, shader, nir_opt_cse);
NIR_PASS(progress, shader, nir_opt_peephole_select, 8, true, true);