intel/nir: Vectorize all IO
The IO scalarization pass that we run to help with linking end up turning some shader I/O such as that for tessellation and geometry shaders into many scalar URB operations rather than one vector one. To alleviate this, we now vectorize the I/O once again. This fixes a 10% performance regression in the GfxBench tessellation test that was caused by scalarizing. Shader-db results on Kaby Lake: total instructions in shared programs: 15224023 -> 15220871 (-0.02%) instructions in affected programs: 342009 -> 338857 (-0.92%) helped: 1236 HURT: 443 total spills in shared programs: 23471 -> 23465 (-0.03%) spills in affected programs: 6 -> 0 helped: 1 HURT: 0 total fills in shared programs: 31770 -> 31766 (-0.01%) fills in affected programs: 4 -> 0 helped: 1 HURT: 0 Cycles was just a lot of churn do to moves being different places. Most of the pure churn in instructions was +/- one or two instructions in fragment shaders. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107510 Fixes:4434591bf5
"intel/nir: Call nir_lower_io_to_scalar_early" Fixes:8d8222461f
"intel/nir: Enable nir_opt_find_array_copies" Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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committed by
Jason Ekstrand

parent
5ef2b8f1f2
commit
6d5d89d25a
@@ -788,6 +788,23 @@ brw_nir_link_shaders(const struct brw_compiler *compiler,
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*producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
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*consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
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}
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NIR_PASS_V(*producer, nir_lower_io_to_vector, nir_var_shader_out);
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NIR_PASS_V(*consumer, nir_lower_io_to_vector, nir_var_shader_in);
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if ((*producer)->info.stage != MESA_SHADER_TESS_CTRL) {
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/* Calling lower_io_to_vector creates output variable writes with
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* write-masks. On non-TCS outputs, the back-end can't handle it and we
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* need to call nir_lower_io_to_temporaries to get rid of them. This,
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* in turn, creates temporary variables and extra copy_deref intrinsics
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* that we need to clean up.
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*/
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NIR_PASS_V(*producer, nir_lower_io_to_temporaries,
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nir_shader_get_entrypoint(*producer), true, false);
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NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
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NIR_PASS_V(*producer, nir_split_var_copies);
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NIR_PASS_V(*producer, nir_lower_var_copies);
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}
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}
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/* Prepare the given shader for codegen
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