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authorJason Ekstrand <[email protected]>2017-03-02 17:10:24 -0800
committerJason Ekstrand <[email protected]>2017-03-14 07:36:20 -0700
commit3c312be7b3e95ec7540e98abed1b6f3cc8d31b2a (patch)
tree77461dca97a8af61c35a4c0b9200ad6fbbf9d977 /src/hgl
parent60d1aac28a1f44ac166e72262e378e063155d6fd (diff)
nir/copy_prop: Respect the source's number of components
In the near future we are going to require that the num_components in a src dereference match the num_components of the SSA value being dereferenced. To do that, we need copy_prop to not remove our MOVs from a larger SSA value into an instruction that uses fewer channels. Because we suddenly have to know how many components each source has, this makes the pass a bit more complicated. Fortunately, copy propagation is the only pass that cares about the number of components are read by any given source so it's fairly contained. Shader-db results on Sky Lake: total instructions in shared programs: 13318947 -> 13320265 (0.01%) instructions in affected programs: 260633 -> 261951 (0.51%) helped: 324 HURT: 1027 Looking through the hurt programs, about a dozen are hurt by 3 instructions and the rest are all hurt by 2 instructions. From a spot-check of the shaders, the story is always the same: They get a vec4 from somewhere (frequently an input) and use the first two or three components as a texture coordinate. Because of the vector component mismatch, we have a mov or, more likely, a vecN sitting between the texture instruction and the input. This means that the back-end inserts a bunch of MOVs and split_virtual_grfs() goes to town. Because the texture coordinate is also used by some other calculation, register coalesce can't combine them back together and we end up with an extra 2 MOV instructions in our shader. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Connor Abbott <[email protected]>
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