Calling it after the first call of radv_optimize_nir() is worse.

27747 shaders in 14347 tests
Totals:
SGPRS: 1248039 -> 1248031 (-0.00 %)
VGPRS: 868360 -> 868772 (0.05 %)
Spilled SGPRs: 24108 -> 24134 (0.11 %)
Spilled VGPRs: 122 -> 122 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 128 -> 128 (0.00 %) dwords per thread
Code Size: 46282020 -> 46336692 (0.12 %) bytes
LDS: 770 -> 770 (0.00 %) blocks
Max Waves: 199898 -> 199871 (-0.01 %)
Wait states: 0 -> 0 (0.00 %)

Totals from affected shaders:
SGPRS: 52848 -> 52840 (-0.02 %)
VGPRS: 47472 -> 47884 (0.87 %)
Spilled SGPRs: 5079 -> 5105 (0.51 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 4760924 -> 4815596 (1.15 %) bytes
LDS: 26 -> 26 (0.00 %) blocks
Max Waves: 3084 -> 3057 (-0.88 %)
Wait states: 0 -> 0 (0.00 %)

On 3/28/19 3:08 PM, Jason Ekstrand wrote:
On Wed, Mar 27, 2019 at 4:13 AM Samuel Pitoiset <samuel.pitoi...@gmail.com <mailto:samuel.pitoi...@gmail.com>> wrote:

    This helps few compute shaders, mostly for F12017.

    27670 shaders in 14347 tests
    Totals:
    SGPRS: 1231173 -> 1231173 (0.00 %)
    VGPRS: 866056 -> 865928 (-0.01 %)
    Spilled SGPRs: 24201 -> 24201 (0.00 %)
    Code Size: 46137040 -> 46144868 (0.02 %) bytes
    Max Waves: 232287 -> 232302 (0.01 %)

    Totals from affected shaders:
    SGPRS: 24624 -> 24624 (0.00 %)
    VGPRS: 25960 -> 25832 (-0.49 %)
    Spilled SGPRs: 0 -> 0 (0.00 %)
    Code Size: 2922632 -> 2930460 (0.27 %) bytes
    Max Waves: 1216 -> 1231 (1.23 %)

    Suggested-by: <Jason Ekstrand ja...@jlekstrand.net
    <mailto:ja...@jlekstrand.net>>
    Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com
    <mailto:samuel.pitoi...@gmail.com>>
    ---
     src/amd/common/ac_nir_to_llvm.c | 8 ++++++++
     src/amd/vulkan/radv_shader.c    | 5 ++++-
     2 files changed, 12 insertions(+), 1 deletion(-)

    diff --git a/src/amd/common/ac_nir_to_llvm.c
    b/src/amd/common/ac_nir_to_llvm.c
    index b25cc6a0a84..c46d98e6dd9 100644
    --- a/src/amd/common/ac_nir_to_llvm.c
    +++ b/src/amd/common/ac_nir_to_llvm.c
    @@ -3275,6 +3275,14 @@ static void visit_intrinsic(struct
    ac_nir_context *ctx,
            case nir_intrinsic_vulkan_resource_reindex:
                    result = visit_vulkan_resource_reindex(ctx, instr);
                    break;
    +       case nir_intrinsic_load_vulkan_descriptor: {
    +               LLVMValueRef values[2] = {
    +                       get_src(ctx, instr->src[0]),
    +                       ctx->ac.i32_0,
    +               };
    +               result = ac_build_gather_values(&ctx->ac, values, 2);
    +               break;
    +       }
            case nir_intrinsic_store_ssbo:
                    visit_store_ssbo(ctx, instr);
                    break;
    diff --git a/src/amd/vulkan/radv_shader.c
    b/src/amd/vulkan/radv_shader.c
    index 19a807df199..2751302e8b9 100644
    --- a/src/amd/vulkan/radv_shader.c
    +++ b/src/amd/vulkan/radv_shader.c
    @@ -220,7 +220,6 @@ radv_shader_compile_to_nir(struct radv_device
    *device,
                            }
                    }
                    const struct spirv_to_nir_options spirv_options = {
    -                       .lower_ubo_ssbo_access_to_offsets = true,
                            .caps = {
    .descriptor_array_dynamic_indexing = true,
                                    .device_group = true,
    @@ -306,6 +305,10 @@ radv_shader_compile_to_nir(struct radv_device
    *device,
                    NIR_PASS_V(nir, nir_lower_system_values);
                    NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
                    NIR_PASS_V(nir, nir_lower_frexp);
    +
    +               NIR_PASS_V(nir, nir_lower_explicit_io,
    +                         nir_var_mem_ubo | nir_var_mem_ssbo,
    +  nir_address_format_32bit_index_offset);


If you actually want to get SSBO access optimization, you need to call this *after* your first call to your main optimization loop.  Otherwise, the change is basically just a no-op which just shuffles around the way address calculations are done a bit.

--Jason

            }

            /* Vulkan uses the separate-shader linking model */
-- 2.21.0

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