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authorJason Ekstrand <jason.ekstrand@intel.com>2019-03-07 15:01:37 -0600
committerDylan Baker <dylan@pnwbakers.com>2019-03-12 09:27:29 -0700
commit8d43691b269f94f88e469ff5eb15fa9e00be47c6 (patch)
tree84fcddb24c39a60c683ef74c828d6c70a822dfe8
parent47db151b9b8222fee45f5185018f01c51493f61a (diff)
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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: 4434591bf56a "intel/nir: Call nir_lower_io_to_scalar_early" Fixes: 8d8222461f9d "intel/nir: Enable nir_opt_find_array_copies" Reviewed-by: Connor Abbott <cwabbott0@gmail.com> (cherry picked from commit 6d5d89d25a0a4299dbfcbfeca71b6c7e65ef3d45)
-rw-r--r--src/intel/compiler/brw_nir.c17
1 files changed, 17 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_nir.c b/src/intel/compiler/brw_nir.c
index bc1e2a5ef53..bc3abef709a 100644
--- a/src/intel/compiler/brw_nir.c
+++ b/src/intel/compiler/brw_nir.c
@@ -829,6 +829,23 @@ brw_nir_link_shaders(const struct brw_compiler *compiler,
*producer = brw_nir_optimize(*producer, compiler, p_is_scalar, false);
*consumer = brw_nir_optimize(*consumer, compiler, c_is_scalar, false);
}
+
+ NIR_PASS_V(*producer, nir_lower_io_to_vector, nir_var_shader_out);
+ NIR_PASS_V(*consumer, nir_lower_io_to_vector, nir_var_shader_in);
+
+ if ((*producer)->info.stage != MESA_SHADER_TESS_CTRL) {
+ /* Calling lower_io_to_vector creates output variable writes with
+ * write-masks. On non-TCS outputs, the back-end can't handle it and we
+ * need to call nir_lower_io_to_temporaries to get rid of them. This,
+ * in turn, creates temporary variables and extra copy_deref intrinsics
+ * that we need to clean up.
+ */
+ NIR_PASS_V(*producer, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(*producer), true, false);
+ NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
+ NIR_PASS_V(*producer, nir_split_var_copies);
+ NIR_PASS_V(*producer, nir_lower_var_copies);
+ }
}
/* Prepare the given shader for codegen