[Mesa-dev] [PATCH 2/2] radv: call nir_lower_io_to_temporaries for VS, GS, TES and FS
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Fri May 25 01:24:41 UTC 2018
On Fri, May 25, 2018 at 2:25 AM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
>
> From what I recall with my testing on radeonsi this wasn't really the ideal
> thing to do. Especially when varyings arrays are accessed via and indirect
> index, register use very quickly gets out of control.
in radv we lower all indirect accesses in nir anyway, so that doesn't
really happen in the backend anymore.
>
>
>
> On 23/05/18 22:31, Samuel Pitoiset wrote:
>>
>> Do not lower FS inputs because this moves all load_var
>> instructions at beginning of shaders and because
>> interp_var_at_sample (and friends) seem broken. That might
>> be eventually enabled later on if we really want to preload
>> all FS inputs at beginning.
>>
>> Polaris10:
>> Totals from affected shaders:
>> SGPRS: 54072 -> 54264 (0.36 %)
>> VGPRS: 38580 -> 38124 (-1.18 %)
>> Spilled SGPRs: 652 -> 652 (0.00 %)
>> Spilled VGPRs: 0 -> 0 (0.00 %)
>> Code Size: 2128116 -> 2127380 (-0.03 %) bytes
>> Max Waves: 8048 -> 8086 (0.47 %)
>>
>> Vega10:
>> Totals from affected shaders:
>> SGPRS: 52616 -> 52656 (0.08 %)
>> VGPRS: 37536 -> 37116 (-1.12 %)
>> Spilled SGPRs: 828 -> 828 (0.00 %)
>> Code Size: 2043756 -> 2042672 (-0.05 %) bytes
>> Max Waves: 9176 -> 9254 (0.85 %)
>>
>> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
>> ---
>> src/amd/vulkan/radv_shader.c | 10 ++++++++++
>> 1 file changed, 10 insertions(+)
>>
>> diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
>> index 7ed5d2a421..84ad215ccb 100644
>> --- a/src/amd/vulkan/radv_shader.c
>> +++ b/src/amd/vulkan/radv_shader.c
>> @@ -278,6 +278,16 @@ radv_shader_compile_to_nir(struct radv_device
>> *device,
>> nir_lower_vars_to_ssa(nir);
>> + if (nir->info.stage == MESA_SHADER_VERTEX ||
>> + nir->info.stage == MESA_SHADER_GEOMETRY) {
>> + NIR_PASS_V(nir, nir_lower_io_to_temporaries,
>> + nir_shader_get_entrypoint(nir), true, true);
>> + } else if (nir->info.stage == MESA_SHADER_TESS_EVAL||
>> + nir->info.stage == MESA_SHADER_FRAGMENT) {
>> + NIR_PASS_V(nir, nir_lower_io_to_temporaries,
>> + nir_shader_get_entrypoint(nir), true, false);
>> + }
>> +
>> nir_split_var_copies(nir);
>> nir_lower_var_copies(nir);
>>
>
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