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authorKenneth Graunke <[email protected]>2016-11-29 05:20:20 -0800
committerKenneth Graunke <[email protected]>2017-07-13 20:18:54 -0700
commitb2da1238012c751a8ad36c9a51d3fec46a292b0d (patch)
treec85bb598b003a1c4617bd0c9c179a24384f75c62 /src/intel/compiler/brw_ir_vec4.h
parentc9ef27e77ba0884c3716a3c39640e987200ea46e (diff)
i965: Use pushed UBO data in the scalar backend.
This actually takes advantage of the newly pushed UBO data, avoiding pull loads. Improves performance in GLBenchmark Manhattan 3.1 by: HSW: ~1%, BDW/SKL/KBL GT2: 3-4%, SKL GT4: 7-8%, APL: 4-5%. (thanks to Eero Tamminen for these numbers) shader-db results on Skylake, ignoring programs with spill/fill changes: total instructions in shared programs: 13963994 -> 13651893 (-2.24%) instructions in affected programs: 4250328 -> 3938227 (-7.34%) helped: 28527 HURT: 0 total cycles in shared programs: 179808608 -> 172535170 (-4.05%) cycles in affected programs: 79720410 -> 72446972 (-9.12%) helped: 26951 HURT: 1248 LOST: 46 GAINED: 21 Many "Deus Ex: Mankind Divided" shaders which already spilled end up spill a lot more (about 240 programs hurt, 9 helped). The cycle estimator suggests this is still overall a win (-0.23% in cycle counts) presumably because we trade pull loads for fills. v2: Drop "PULL" environment variable left in for initial debugging (caught by Matt). Reviewed-by: Matt Turner <[email protected]>
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