I did some benchmarking of Assassin's Creed Odyssey today on ANV. Disabling the SSBO optimization possibilities in ANV that moving to derefs unlocks (I just moved the lowering super-early; moving back to index/offset would be insane) drops the perf of ACO by 20%. You want SSBO derefs. :D
On Thu, Mar 28, 2019 at 9:08 AM Jason Ekstrand <[email protected]> wrote: > On Wed, Mar 27, 2019 at 4:13 AM Samuel Pitoiset <[email protected]> > 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 [email protected]> >> Signed-off-by: Samuel Pitoiset <[email protected]> >> --- >> 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 >> >> _______________________________________________ >> mesa-dev mailing list >> [email protected] >> https://lists.freedesktop.org/mailman/listinfo/mesa-dev > >
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