In
74e39de9324d it was set to 3 and it was reported that 4 caused
tesseract to start spilling VGPRs. This no longer seems to be the
case.
Totals:
SGPRS:
2787844 ->
2787764 (-0.00 %)
VGPRS:
1713121 ->
1712717 (-0.02 %)
Spilled SGPRs: 7532 -> 7532 (0.00 %)
Spilled VGPRs: 49 -> 33 (-32.65 %)
Private memory VGPRs: 2060 -> 2060 (0.00 %)
Scratch size: 2200 -> 2180 (-0.91 %) dwords per thread
Code Size:
79265520 ->
79248360 (-0.02 %) bytes
LDS: 436 -> 436 (0.00 %) blocks
Max Waves: 670535 -> 670608 (0.01 %)
Wait states: 0 -> 0 (0.00 %)
Before:
VGPR SPILLING APPS Shaders SpillVGPR PrivVGPR ScratchSize
EffectsCaveDemo 301 0 256 264
ReflectionsSubwayDemo 264 0 256 264
VehicleGame 295 0 128 132
bioshock-infinite 1140 0 448 516
dirt-showdown 453 33 0 28
gang-beasts 364 0 500 496
kerbal-space-program 1228 0 472 480
tomb-raider-ultra 1199 16 0 20
After:
VGPR SPILLING APPS Shaders SpillVGPR PrivVGPR ScratchSize
EffectsCaveDemo 301 0 256 264
ReflectionsSubwayDemo 264 0 256 264
VehicleGame 295 0 128 132
bioshock-infinite 1140 0 448 516
dirt-showdown 453 33 0 28
gang-beasts 364 0 500 496
kerbal-space-program 1228 0 472 480
The only change in VGPR spills is the elimination of all spills
in Tomb Raider at Ultra settings. Closer examination shows that
the shaders go over the limit because they contain three
expressions a mul, rcp and ubo load. The ubo load is actually
used elsewhere and is therefore stored in a temp already in IR
such as tgsi but glsl ir counts it agaist the if cost.
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>