On 07/19/2017 12:01 AM, Marek Olšák wrote:
On Mon, Jul 17, 2017 at 4:01 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
Hi Samuel,

On 07.07.2017 03:45, Samuel Pitoiset wrote:

On 07/05/2017 01:42 PM, Nicolai Hähnle wrote:

On 04.07.2017 15:05, Samuel Pitoiset wrote:

Using VRAM address as bindless handles is not a good idea because
we have to use LLVMIntToPTr and the LLVM CSE pass can't optimize
because it has no information about the pointer.

Instead, use slots indexes like the existing descriptors.

This improves performance with DOW3 by +7%.


Wow.

The thing is, burning a pair of user SGPRs for this seems a bit overkill,
especially since it also hurts apps that don't use bindless at all.

Do you have some examples of how LLVM fails here? Could we perhaps avoid
most of the performance issues by casting 0 to an appropriate pointer type
once, and then using the bindless handle as an index relative to that
pointer?


Here's two shaders, 1) is with master, 2) is with this series:

1) https://hastebin.com/uvamarelig
2) https://hastebin.com/voguqihilu

The first shader contains a bunch of s_buffer_load_dword that the second
one doesn't need because CSE do its job there. This is because of IntToPtr
but if we use noalias, the pass is able to eliminate the redundant
descriptor load operations.


So I looked into your example again in more detail, compiling both shaders
with

   llc -march=amdgcn -mcpu=tonga

and also just extracting the assembly, and I think your analysis is actually
flawed. It's true that the shader in (2) has fewer buffer loads, but the
only buffer loads that are actually removed rather than just shuffled around
are ones that load .y components. So basically, the reason you get fewer
buffer loads is that you're effectly using 32 bit pointers. It's a bit
shocking that that gives you a 7% performance improvement...

If there are really examples where it makes a difference for CSE, then
perhaps the same result could be achieved with alias/noalias metadata on the
load/store instructions.

In the meantime, perhaps a good comparison would be to use the original,
inttoptr-based code, but only load the lower 32 bits for a handle and use
bit shifts to get a full 64 bit pointers. That way, at least it should be
possible to more easily find shaders where there is a genuine difference.

He probably gave you wrong shaders. If you imagine an NxN filter doing
NxN texture fetches, you should get NxN loads for the same descriptor
with inttoptr. Also, LICM won't move the descriptor loads out of
loops. Those are the biggest issues. If you can't do CSE and LICM, it
can easily make the 7% difference.

There are many DOW3 shaders that are different with this series. The one I pasted you is maybe not the most interesting one though. I can try to find one with descriptor loads inside a loop.



Marek

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