ac/nir: avoid loading unused VS input components
Polaris10: Totals from affected shaders: SGPRS: 122840 -> 120984 (-1.51 %) VGPRS: 78812 -> 78440 (-0.47 %) Spilled SGPRs: 177 -> 129 (-27.12 %) Code Size: 2950028 -> 2941276 (-0.30 %) bytes Max Waves: 17899 -> 17976 (0.43 %) Vega10: Totals from affected shaders: SGPRS: 117144 -> 115776 (-1.17 %) VGPRS: 77580 -> 77532 (-0.06 %) Spilled SGPRs: 0 -> 152 (0.00 %) Code Size: 3352656 -> 3347860 (-0.14 %) bytes Max Waves: 19756 -> 19866 (0.56 %) This increases SGPRs spilling a bit with Talos, but I have some other ideas that might reduce it. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@ -5317,6 +5317,9 @@ handle_vs_input_decl(struct nir_to_llvm_context *ctx,
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int index = variable->data.location - VERT_ATTRIB_GENERIC0;
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int idx = variable->data.location;
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unsigned attrib_count = glsl_count_attribute_slots(variable->type, true);
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uint8_t input_usage_mask =
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ctx->shader_info->info.vs.input_usage_mask[variable->data.location];
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unsigned num_channels = util_last_bit(input_usage_mask);
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variable->data.driver_location = idx * 4;
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@ -5341,7 +5344,9 @@ handle_vs_input_decl(struct nir_to_llvm_context *ctx,
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input = ac_build_buffer_load_format(&ctx->ac, t_list,
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buffer_index,
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ctx->ac.i32_0,
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4, false, true);
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num_channels, false, true);
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input = ac_build_expand_to_vec4(&ctx->ac, input, num_channels);
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for (unsigned chan = 0; chan < 4; chan++) {
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LLVMValueRef llvm_chan = LLVMConstInt(ctx->ac.i32, chan, false);
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