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authorJason Ekstrand <[email protected]>2018-10-19 16:58:36 -0500
committerJason Ekstrand <[email protected]>2018-12-16 21:03:02 +0000
commit6bcd2af0863aea9d9d3519300a75820d012e1160 (patch)
tree15cef786145aa406854363b22e1ef22ef43deb2b /src/compiler/glsl/standalone.h
parent3b3081479163475f25b908008250d83c31716c34 (diff)
nir/algebraic: Add some optimizations for D3D-style Booleans
D3D Booleans use a 32-bit 0/-1 representation. Because this previously matched NIR exactly, we didn't have to really optimize for it. Now that we have 1-bit Booleans, we need some specific optimizations to chew through the D3D12-style Booleans. Shader-db results on Kaby Lake: total instructions in shared programs: 15136811 -> 14967944 (-1.12%) instructions in affected programs: 2457021 -> 2288154 (-6.87%) helped: 8318 HURT: 10 total cycles in shared programs: 373544524 -> 359701825 (-3.71%) cycles in affected programs: 151029683 -> 137186984 (-9.17%) helped: 7749 HURT: 682 total loops in shared programs: 4431 -> 4399 (-0.72%) loops in affected programs: 32 -> 0 helped: 21 HURT: 0 total spills in shared programs: 10290 -> 10051 (-2.32%) spills in affected programs: 2532 -> 2293 (-9.44%) helped: 18 HURT: 18 total fills in shared programs: 22203 -> 21732 (-2.12%) fills in affected programs: 3319 -> 2848 (-14.19%) helped: 18 HURT: 18 Note that a large chunk of the improvement fixing regressions caused by switching to 1-bit Booleans. Previously, our ability to optimize D3D booleans was improved by using the D3D representation directly in NIR. Now that NIR does 1-bit bools, we need a few more optimizations. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Tested-by: Bas Nieuwenhuizen <[email protected]>
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