On 25/05/18 11:24, Bas Nieuwenhuizen wrote:
On Fri, May 25, 2018 at 2:25 AM, Timothy Arceri <[email protected]> wrote:
From what I recall with my testing on radeonsi this wasn't really the ideal
thing to do. Especially when varyings arrays are accessed via and indirect
index, register use very quickly gets out of control.
in radv we lower all indirect accesses in nir anyway, so that doesn't
really happen in the backend anymore.
Thats only for Polaris and higher though, and even then I thought that
was an LLVM bug that should eventually be fixed?
On 23/05/18 22:31, Samuel Pitoiset wrote:
Do not lower FS inputs because this moves all load_var
instructions at beginning of shaders and because
interp_var_at_sample (and friends) seem broken. That might
be eventually enabled later on if we really want to preload
all FS inputs at beginning.
Polaris10:
Totals from affected shaders:
SGPRS: 54072 -> 54264 (0.36 %)
VGPRS: 38580 -> 38124 (-1.18 %)
Spilled SGPRs: 652 -> 652 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Code Size: 2128116 -> 2127380 (-0.03 %) bytes
Max Waves: 8048 -> 8086 (0.47 %)
Vega10:
Totals from affected shaders:
SGPRS: 52616 -> 52656 (0.08 %)
VGPRS: 37536 -> 37116 (-1.12 %)
Spilled SGPRs: 828 -> 828 (0.00 %)
Code Size: 2043756 -> 2042672 (-0.05 %) bytes
Max Waves: 9176 -> 9254 (0.85 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
---
src/amd/vulkan/radv_shader.c | 10 ++++++++++
1 file changed, 10 insertions(+)
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 7ed5d2a421..84ad215ccb 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -278,6 +278,16 @@ radv_shader_compile_to_nir(struct radv_device
*device,
nir_lower_vars_to_ssa(nir);
+ if (nir->info.stage == MESA_SHADER_VERTEX ||
+ nir->info.stage == MESA_SHADER_GEOMETRY) {
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir), true, true);
+ } else if (nir->info.stage == MESA_SHADER_TESS_EVAL||
+ nir->info.stage == MESA_SHADER_FRAGMENT) {
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir), true, false);
+ }
+
nir_split_var_copies(nir);
nir_lower_var_copies(nir);
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