Rob Clark <robdcl...@gmail.com> writes: > 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>
Not knowing a lot about drirc, I suspect you should have a double quote at the end of glsl_zero_init as well? eirik > 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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev