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