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author | Kenneth Graunke <[email protected]> | 2016-11-29 05:20:20 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2017-07-13 20:18:54 -0700 |
commit | b2da1238012c751a8ad36c9a51d3fec46a292b0d (patch) | |
tree | c85bb598b003a1c4617bd0c9c179a24384f75c62 /src/intel/compiler/brw_ir_vec4.h | |
parent | c9ef27e77ba0884c3716a3c39640e987200ea46e (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]>
Diffstat (limited to 'src/intel/compiler/brw_ir_vec4.h')
0 files changed, 0 insertions, 0 deletions