From: Kenneth Graunke Date: Fri, 27 Mar 2020 09:05:56 +0000 (-0700) Subject: nir: Actually do load/store vectorization beyond vec2 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=155bb74ea965e9b686a6bce89c7a77065f41755f;p=mesa.git nir: Actually do load/store vectorization beyond vec2 nir_opt_load_store_vectorize has an is_strided_vector() function that looks for types with weird explicit strides. It does so by comparing the explicit stride against the type-size-derived typical stride. This had a subtle bug. Simple vector types (vec2/3/4) have no explicit stride, so glsl_get_explicit_stride() returns 0. This never matches the typical stride for a vector, so is_strided_vector() would return true for basically any vector type, causing the vectorizer to bail. I found this by looking at a compute shader with scalar SSBO loads at offsets 0x220, 0x224, 0x228, 0x22c. nir_opt_load_store_vectorize would properly vectorize the first two into a vec2 load, but would refuse to extend it to a vec3 and ultimately vec4 load because is_strided_vector() saw a vec2 and freaked out. Neither ACO nor ANV do load/store vectorization before lowering derefs, so this shouldn't affect them. However, I'd like to fix this bug to avoid the trap for anyone who decides to in the future. In a branch where anv used this lowering, this cut an additional 38% of the send messages in the shader by properly vectorizing more things. Reviewed-by: Rhys Perry Part-of: --- diff --git a/src/compiler/nir/nir_opt_load_store_vectorize.c b/src/compiler/nir/nir_opt_load_store_vectorize.c index cf8d0ef0ddd..c31c8d293bf 100644 --- a/src/compiler/nir/nir_opt_load_store_vectorize.c +++ b/src/compiler/nir/nir_opt_load_store_vectorize.c @@ -1057,7 +1057,8 @@ static bool is_strided_vector(const struct glsl_type *type) { if (glsl_type_is_vector(type)) { - return glsl_get_explicit_stride(type) != + unsigned explicit_stride = glsl_get_explicit_stride(type); + return explicit_stride != 0 && explicit_stride != type_scalar_size_bytes(glsl_get_array_element(type)); } else { return false;