Previously the last stage would not get optimised until the backend did its GLSL IR opt loop. I plan on removing that from i965 shortly which caused huge regressions in Deus-ex and Tomb Raider which have large constant arrays. Moving lowering before the opt loop in the GLSL linker fixes this and unexpectedly improves some compute shaders also.
shader-db results BDW: instructions helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 204 -> 194 (-4.90%) instructions helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1010 -> 741 (-26.63%) instructions helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 542 -> 385 (-28.97%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/318.shader_test CS SIMD8: 1831382 -> 1818492 (-0.70%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/144.shader_test CS SIMD8: 216238 -> 206180 (-4.65%) cycles helped: shaders/closed/steam/deus-ex-mankind-divided/374.shader_test CS SIMD16: 18484 -> 16644 (-9.95%) total instructions in shared programs: 13060313 -> 13059877 (-0.00%) instructions in affected programs: 1756 -> 1320 (-24.83%) helped: 3 HURT: 0 total cycles in shared programs: 256586698 -> 256561910 (-0.01%) cycles in affected programs: 2066104 -> 2041316 (-1.20%) helped: 3 HURT: 0 --- src/compiler/glsl/linker.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index d187b66..5233d43 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -5051,6 +5051,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) lower_tess_level(prog->_LinkedShaders[i]); } + lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i); + if (ctx->Const.GLSLOptimizeConservatively) { /* Run it just once. */ do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, @@ -5064,7 +5066,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) ; } - lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i); propagate_invariance(prog->_LinkedShaders[i]->ir); } -- 2.9.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev