i965: remove GLSL IR optimisation loop

IVB is running into some spilling issues in piglit with the
loop removed. However those tests are not really reflective
of a real world use case, also fp64 is brand new to IVB
so we leave the spilling issues to be resolved at a later
time.

Run time for shader-db on my machine goes from ~795 seconds to
~665 seconds.

shader-db results BDW:

total instructions in shared programs: 12969459 -> 12968891 (-0.00%)
instructions in affected programs: 1463154 -> 1462586 (-0.04%)
helped: 3622
HURT: 3326

total cycles in shared programs: 246453572 -> 246504318 (0.02%)
cycles in affected programs: 208842622 -> 208893368 (0.02%)
helped: 24029
HURT: 35407

total loops in shared programs: 2931 -> 2931 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0

total spills in shared programs: 14560 -> 14498 (-0.43%)
spills in affected programs: 2270 -> 2208 (-2.73%)
helped: 17
HURT: 2

total fills in shared programs: 19671 -> 19632 (-0.20%)
fills in affected programs: 2060 -> 2021 (-1.89%)
helped: 17
HURT: 2

LOST:   17
GAINED: 40

Most of the hurt shaders are 1-2 instructions, with what looks like a max of 7.

I've looked at the worst cycles regressions and as far as I can tell its just
a scheduling difference.

Acked-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri 2017-01-18 10:28:22 +11:00 committed by Timothy Arceri
parent 21173194db
commit ad55b1a770
1 changed files with 0 additions and 16 deletions

View File

@ -88,7 +88,6 @@ process_glsl_ir(struct brw_context *brw,
struct gl_linked_shader *shader)
{
struct gl_context *ctx = &brw->ctx;
const struct brw_compiler *compiler = brw->screen->compiler;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
@ -132,21 +131,6 @@ process_glsl_ir(struct brw_context *brw,
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
bool progress;
do {
progress = false;
if (compiler->scalar_stage[shader->Stage]) {
if (shader->Stage == MESA_SHADER_VERTEX ||
shader->Stage == MESA_SHADER_FRAGMENT)
brw_do_channel_expressions(shader->ir);
brw_do_vector_splitting(shader->ir);
}
progress = do_common_optimization(shader->ir, true, true,
options, ctx->Const.NativeIntegers) || progress;
} while (progress);
validate_ir_tree(shader->ir);
/* Now that we've finished altering the linked IR, reparent any live IR back