On Mon, Sep 21, 2015 at 6:15 PM, Jason Ekstrand <ja...@jlekstrand.net> wrote: > > On Sep 21, 2015 5:45 PM, "Matt Turner" <matts...@gmail.com> wrote: >> >> On Mon, Sep 21, 2015 at 3:18 PM, Jason Ekstrand <ja...@jlekstrand.net> >> wrote: >> > At this point, piglit is the same as for GLSL and the shader-db numbers >> > are >> > looking pretty good. On SNB, GLSL vs. NIR for vec4 programs is: >> > >> > total instructions in shared programs: 2020573 -> 1822601 (-9.80%) >> > instructions in affected programs: 1883334 -> 1685362 (-10.51%) >> > helped: 13328 >> > HURT: 3594 >> > >> > and there are patches on the list that improve this to >> > >> > total instructions in shared programs: 2020283 -> 1805487 (-10.63%) >> > instructions in affected programs: 1855759 -> 1640963 (-11.57%) >> > helped: 14142 >> > HURT: 2346 >> >> Wow, that's great. I didn't realize we were that close. >> >> That said, I don't feel like we're /quite/ ready for this (especially >> with outstanding optimization patches on the list). I'm not sure what >> patches are pending. > > Only two: the one you sent today and Alejandro's patch to make copy > propagation less type-sensitive. > >> Some things I've seen in digging through hurt programs today: >> >> portal-2/high/5134 emits: >> >> vec1 ssa_53 = flog2 ssa_52 >> vec1 ssa_54 = flog2 ssa_52.y >> vec1 ssa_55 = flog2 ssa_52.z >> vec4 ssa_56 = vec4 ssa_53, ssa_54, ssa_55, ssa_42.w >> vec3 ssa_57 = fmul ssa_56, ssa_3 >> vec1 ssa_58 = fexp2 ssa_57 >> vec1 ssa_59 = fexp2 ssa_57.y >> vec1 ssa_60 = fexp2 ssa_57.z >> vec4 ssa_61 = vec4 ssa_58, ssa_59, ssa_60, ssa_42.w >> >> which we didn't transform into a vec3 pow with or without NIR but we >> really should. Why isn't NIR able to handle this?
Ken and I were talking about this today. What it comes down to is that no one has written the pass yet. We haven't done that many vector optimizations to date. >> (also, why isn't >> ".x" printed when the use of an ssa value scalar, e.g., in the >> assignment of ssa_58 the RHS should use ssa_57.x). It doesn't print the identity swizzle. >> We generate worse code for all_equal/any_nequal/any. Yes, we should fix that. Suggestions/patches welcome, I don't have any hot ideas at the moment. >> book-of-unwritten-tales/original/vp-33 (a vertex program) emits uses >> DPH and NIR doesn't have DPH. NIR should probably grow a DPH >> instruction even if we don't have an optimization to recognize >> open-coded DPH. We could detect fdot(vec4(a.x, a.y, a.z, 1)) in the backend if we really wanted to. The long-term solution is probably to add swizzle support to nir_search but that's going to be a real bear. How would having the nir_op_dph instruction help if we can't recognize it? >> Lots of things hurt because of lack of global copy/constant >> propagation. I think NIR often emits the constant loads in blocks >> earlier than their uses and the backend optimizations aren't able to >> cope. See team-fortress-2/2197 for example (search for 953267991D, the >> hex value for 0.0001F). Hrm... One option would be to copy-prop load_const in emit_alu. This should be easy enough to do if we detect that it's a 2-src and one source is an immediate. We could also do global copy-prop but I don't know how hard that is. >> I remember this issue from the FS/NIR backend as well, but dota-2/504 >> (and others) emit: >> >> mad(8) g16<1>.xF g11<4,4,1>.xF g12<4,4,1>.xF g2<4,4,1>.xF >> mad(8) g19<1>.xF g10<4,4,1>.xF g12<4,4,1>.xF g2<4,4,1>.xF >> mad(8) g22<1>.xF g9<4,4,1>.xF g12<4,4,1>.xF g2<4,4,1>.xF >> mad(8) g25<1>.xF g8<4,4,1>.xF g12<4,4,1>.xF g2<4,4,1>.xF >> mad(8) g28<1>.xF g7<4,4,1>.xF g12<4,4,1>.xF g2<4,4,1>.xF >> mad(8) g31<1>.xF g6<4,4,1>.xF g12<4,4,1>.xF g2<4,4,1>.xF >> >> where the multiplication is duplicated. I can't remember what we decided. If I remember correctly, it came down to "optimization is hard" and we said "good enough" about our current heuristics. >> Some instruction sequences are improved with MAD, some are hurt. I >> have seen Eduardo's patch and will have to think some more about it. >> As far as I can tell, this one has affects the most shaders. >> >> >> A good number of dashboard2 shaders are hurt significantly (+20%), but >> it's not obvious to me why. I'll keep looking. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev