LGTM.
Thanks for double checking Tim!
On 5/8/19 1:27 AM, Timothy Arceri wrote:
On 8/5/19 1:51 am, Samuel Pitoiset wrote:
What games are affected btw?
PERCENTAGE DELTAS Shaders SGPRs VGPRs SpillSGPR CodeSize
MaxWaves
batman-arkham-city 2581 . . . . .
dawn-of-war-3 244 . . . . .
f1-2017 5627 . . . . .
fallout4-vr 196 . . . . .
nier 1905 . . . . .
no-mans-sky 4054 . . . . .
prey 2182 . . . . .
rot-tomb-raider 8391 . . . . .
skyrim-vr 494 . . . . .
sot-tomb-raider 613 . . . 0.01 % .
the_witcher_3-medium 803 . . . . .
the_wither_3-ultra 1040 0.05 % -0.03 % . . 0.02 %
valve-vr-pref-trace 323 . . . . .
wolfenstein-2 1056 . . -0.20 % -0.02 % .
------------------------------------------------------------------------------
All affected 69 0.50 % -0.22 % -7.69 % -0.28 %0.57 %
------------------------------------------------------------------------------
Total 29509 . . -0.03 % . .
Can you please double check before pushing because of the flrp
changes that landed around?
No change.
On 5/7/19 7:14 AM, Timothy Arceri wrote:
ping!
On 2/5/19 1:38 pm, Timothy Arceri wrote:
The pattern of calling opt algebraic first seems to have originated
in i965. The order in OpenGL drivers generally doesn't matter
because the GLSL IR optimisations do constant folding before
opt algebraic.
However in Vulkan drivers calling opt algebraic first can result
in missed constant folding opportunities.
vkpipeline-db results (VEGA64):
Totals from affected shaders:
SGPRS: 3160 -> 3176 (0.51 %)
VGPRS: 3588 -> 3580 (-0.22 %)
Spilled SGPRs: 52 -> 44 (-15.38 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 12 -> 12 (0.00 %) dwords per thread
Code Size: 261812 -> 261036 (-0.30 %) bytes
LDS: 7 -> 7 (0.00 %) blocks
Max Waves: 346 -> 348 (0.58 %)
Wait states: 0 -> 0 (0.00 %)
---
src/amd/vulkan/radv_shader.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/amd/vulkan/radv_shader.c
b/src/amd/vulkan/radv_shader.c
index cd5a9f2afb4..ad7b2439735 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -162,8 +162,8 @@ radv_optimize_nir(struct nir_shader *shader,
bool optimize_conservatively,
NIR_PASS(progress, shader, nir_opt_dead_cf);
NIR_PASS(progress, shader, nir_opt_cse);
NIR_PASS(progress, shader,
nir_opt_peephole_select, 8, true, true);
- NIR_PASS(progress, shader, nir_opt_algebraic);
NIR_PASS(progress, shader,
nir_opt_constant_folding);
+ NIR_PASS(progress, shader, nir_opt_algebraic);
NIR_PASS(progress, shader, nir_opt_undef);
NIR_PASS(progress, shader,
nir_opt_conditional_discard);
if (shader->options->max_unroll_iterations) {
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