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author | Jason Ekstrand <[email protected]> | 2019-03-07 15:01:37 -0600 |
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committer | Jason Ekstrand <[email protected]> | 2019-03-12 15:34:06 +0000 |
commit | 6d5d89d25a0a4299dbfcbfeca71b6c7e65ef3d45 (patch) | |
tree | 47ae49a676ffc842f2fc0139a55720acf423a61e /src/glx/indirect_init.h | |
parent | 5ef2b8f1f2ebcdb4ffe5c98b3f4f48e584cb4b22 (diff) |
intel/nir: Vectorize all IO
The IO scalarization pass that we run to help with linking end up
turning some shader I/O such as that for tessellation and geometry
shaders into many scalar URB operations rather than one vector one. To
alleviate this, we now vectorize the I/O once again. This fixes a 10%
performance regression in the GfxBench tessellation test that was caused
by scalarizing.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15224023 -> 15220871 (-0.02%)
instructions in affected programs: 342009 -> 338857 (-0.92%)
helped: 1236
HURT: 443
total spills in shared programs: 23471 -> 23465 (-0.03%)
spills in affected programs: 6 -> 0
helped: 1
HURT: 0
total fills in shared programs: 31770 -> 31766 (-0.01%)
fills in affected programs: 4 -> 0
helped: 1
HURT: 0
Cycles was just a lot of churn do to moves being different places. Most
of the pure churn in instructions was +/- one or two instructions in
fragment shaders.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107510
Fixes: 4434591bf56a "intel/nir: Call nir_lower_io_to_scalar_early"
Fixes: 8d8222461f9d "intel/nir: Enable nir_opt_find_array_copies"
Reviewed-by: Connor Abbott <[email protected]>
Diffstat (limited to 'src/glx/indirect_init.h')
0 files changed, 0 insertions, 0 deletions