On Tue, Jun 28, 2016 at 11:28 AM, Marek Olšák <mar...@gmail.com> wrote: > On Mon, Jun 27, 2016 at 9:28 PM, Rob Clark <robdcl...@gmail.com> wrote: >> On Mon, Jun 27, 2016 at 3:06 PM, Kenneth Graunke <kenn...@whitecape.org> >> wrote: >>> On Monday, June 27, 2016 11:43:28 AM PDT Matt Turner wrote: >>>> On Mon, Jun 27, 2016 at 4:44 AM, Rob Clark <robdcl...@gmail.com> wrote: >>>> > On Mon, Jun 27, 2016 at 7:13 AM, Alan Swanson <rei...@improbability.net> >>>> > wrote: >>>> >> On 2016-06-25 13:37, Rob Clark wrote: >>>> >>> >>>> >>> Some games are sloppy.. perhaps because it is defined behavior for DX >>>> >>> or >>>> >>> perhaps because nv blob driver defaults things to zero. >>>> >>> >>>> >>> So add driconf param to force uninitialized variables to default to >>>> >>> zero. >>>> >>> >>>> >>> This issue was observed with rust, from steam store. But has surfaced >>>> >>> elsewhere in the past. >>>> >>> >>>> >>> Signed-off-by: Rob Clark <robcl...@freedesktop.org> >>>> >>> --- >>>> >>> Note that I left out the drirc bit, since not entirely sure how to >>>> >>> identify this game. (I don't actually have the game, just working off >>>> >>> of an apitrace) >>>> >>> >>>> >>> Possibly worth mentioning that for the shaders using uninitialized vars >>>> >>> having zero-initializers lets constant-propagation get rid of a whole >>>> >>> lot of instructions. One shader I saw dropped to less than half of >>>> >>> it's original instruction count. >>>> >> >>>> >> >>>> >> If the default for uninitialised variables is undefined, then with the >>>> >> reported shader optimisations why bother with the (DRI) option when >>>> >> zeroing could still essentially be classed as undefined? >>>> >> >>>> >> Cuts the patch down to just the src/compiler/glsl/ast_to_hir.cpp change. >>>> > >>>> > I did suggest that on #dri-devel, but Jason had a theoretical example >>>> > where it would hurt.. iirc something like: >>>> > >>>> > float maybe_undef; >>>> > for (int i = 0; i < some_uniform_at_least_one; i++) >>>> > maybe_undef = ... >>>> > >>>> > also, he didn't want to hide shader bugs that app should fix. >>>> > >>>> > It would be interesting to rush shaderdb w/ glsl_zero_init=true and >>>> > see what happens, but I didn't get around to that yet. >>>> >>>> Here's what I get on i965. It's not a clear win. >>>> >>>> total instructions in shared programs: 5249030 -> 5249002 (-0.00%) >>>> instructions in affected programs: 28936 -> 28908 (-0.10%) >>>> helped: 66 >>>> HURT: 132 >>>> >>>> total cycles in shared programs: 57966694 -> 57956306 (-0.02%) >>>> cycles in affected programs: 1136118 -> 1125730 (-0.91%) >>>> helped: 78 >>>> HURT: 106 >>> >>> I suspect most of the help is because we're missing undef optimizations, >>> such as CSE...while zero could be CSE'd. (I have a patch, but it hurts >>> things too...) >> >> right, I was thinking that treating undef as zero in constant-folding >> would have the same effect.. ofc it might make shader bugs less >> obvious. >> >> Btw, does anyone know what fglrx does? Afaiu nv blob treats undef as >> zero. If fglrx does the same, I suppose that strengthens the argument >> for "just do this unconditionally". > > No idea what fglrx does, but LLVM does eliminate code with undefined > inputs. Initializing everything to 0 might make that worse.
hmm, treating as zero does eliminate a lot.. anyway, I guess we'll stick w/ driconf. fwiw, with some help from the reporter, we figured out that this is the bit that I need to squash into drirc: <application name="Rust" executable="rust"> <option name="glsl_zero_init value="true"/> </application> now, if I could talk somebody into a r-b for this and the i965 fix? ;-) BR, -R _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev