From: Marek Olšák Date: Sat, 31 Dec 2016 12:50:38 +0000 (+0100) Subject: st/mesa: enable GLSLOptimizeConservatively for drivers that want it X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c7affbf6875622a;p=mesa.git st/mesa: enable GLSLOptimizeConservatively for drivers that want it 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 --- diff --git a/src/mesa/state_tracker/st_extensions.c b/src/mesa/state_tracker/st_extensions.c index ef926e47d74..7ff571603ba 100644 --- a/src/mesa/state_tracker/st_extensions.c +++ b/src/mesa/state_tracker/st_extensions.c @@ -310,6 +310,8 @@ void st_init_limits(struct pipe_screen *screen, options->LowerBufferInterfaceBlocks = true; } + c->GLSLOptimizeConservatively = + screen->get_param(screen, PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY); c->LowerTessLevel = true; c->LowerCsDerivedVariables = true; c->PrimitiveRestartForPatches =