diff options
author | Jason Ekstrand <[email protected]> | 2018-10-19 16:58:36 -0500 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2018-12-16 21:03:02 +0000 |
commit | 6bcd2af0863aea9d9d3519300a75820d012e1160 (patch) | |
tree | 15cef786145aa406854363b22e1ef22ef43deb2b /src/compiler/glsl/standalone.h | |
parent | 3b3081479163475f25b908008250d83c31716c34 (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]>
Diffstat (limited to 'src/compiler/glsl/standalone.h')
0 files changed, 0 insertions, 0 deletions