GLSL compilation now takes 24% less time with the Gallium noop driver.
I used my shader-db for the measurement. The difference for the whole
radeonsi driver can be ~10%.
The generated TGSI is mostly the same. For example, the compilation success
rate with a TGSI->GCN bytecode converter without any optimizations is
the same. Note that glsl_to_tgsi does its own copy propagation and simple
register allocation.
shader-db GCN report:
- Talos spills fewer SGPRs.
- DOTA 2 spills more SGPRs.
- The average shader-db score is better, but it's just due to randomness.
29045 shaders in 17564 tests
Totals:
SGPRS:
1325929 ->
1325017 (-0.07 %)
VGPRS:
1010808 ->
1010172 (-0.06 %)
Spilled SGPRs: 1432 -> 1399 (-2.30 %)
Spilled VGPRs: 93 -> 92 (-1.08 %)
Private memory VGPRs: 688 -> 688 (0.00 %)
Scratch size: 2540 -> 2484 (-2.20 %) dwords per thread
Code Size:
39336732 ->
39342936 (0.02 %) bytes
Max Waves: 217937 -> 217969 (0.01 %)
Reviewed-by: Eric Anholt <eric@anholt.net>
options->LowerBufferInterfaceBlocks = true;
}
+ c->GLSLOptimizeConservatively =
+ screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY);
c->LowerTessLevel = true;
c->LowerCsDerivedVariables = true;
c->PrimitiveRestartForPatches =