radeonsi/nir: disable GLSL IR loop unrolling
Delaying unrolling and allowing NIR to do it instead has been shown to result in better code in drivers such as i965. shader-db results appear to show the same is true for radeonsi. The other advantage is that using NIR unrolling improves compile times significantly. Totals from affected shaders: SGPRS: 9624 -> 10016 (4.07 %) VGPRS: 6800 -> 6464 (-4.94 %) Spilled SGPRs: 0 -> 2 (0.00 %) Spilled VGPRs: 0 -> 0 (0.00 %) Private memory VGPRs: 0 -> 0 (0.00 %) Scratch size: 0 -> 0 (0.00 %) dwords per thread Code Size: 359176 -> 332264 (-7.49 %) bytes LDS: 0 -> 0 (0.00 %) blocks Max Waves: 1355 -> 1432 (5.68 %) Wait states: 0 -> 0 (0.00 %) Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -441,6 +441,8 @@ static int si_get_shader_param(struct pipe_screen* pscreen,
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case PIPE_SHADER_CAP_MAX_SHADER_IMAGES:
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return SI_NUM_IMAGES;
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case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT:
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if (sscreen->debug_flags & DBG(NIR))
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return 0;
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return 32;
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case PIPE_SHADER_CAP_PREFERRED_IR:
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if (sscreen->debug_flags & DBG(NIR))
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