Thank you Thomas for the update, then.
Awaiting your coming work.
Regards,
Dieter
Am 10.10.2017 15:22, schrieb Thomas Helland:
Hi!
Thanks for keeping up with the long wait =)
I revisited this not too long ago, and found that with the new
pointer hashing function the benefits are zero to negative
from this series. I've reduced it to only the instruction set and
the string_to_uint_map patch but it's not convincing.
I suspect we are seeing cache miss vs hashing tradeoffs.
So I've basically put it to rest for now. Might give it another
go sometime, but I think right now the effort is better spent
elsewhere in the codebase.
Greetings,
Thomas
2017-10-09 14:02 GMT+02:00 Dieter Nützel <die...@nuetzel-hh.de>:
Hello Thomas,
now, that you have write commit 'only' this one is missing.
Maybe you have time for this.
Latest version do not apply any longer.
Wende an: util: Avoid computing hash twice in string_to_uint_map
error: src/util/string_to_uint_map.h ist nicht im Index
Anwendung des Patches fehlgeschlagen bei 0006 util: Avoid computing
hash
twice in string_to_uint_map
Greetings,
Dieter
Am 19.06.2017 18:09, schrieb Dieter Nützel:
Ping!
Any news, reviews --- anyone?
I'm running this all day without a hitch.
Cheers,
Dieter
Am 23.05.2017 05:40, schrieb Dieter Nützel:
For the series:
Tested-by: Dieter Nützel <die...@nuetzel-hh.de>
on radeonsi/RX580
Unigine_Heaven-4.0, Unigine_Valley-1.0, Unigine_Superposition-1.0,
LS2015 (Wine-staging), Mesa-demos (objviewer)
Dieter
Am 22.05.2017 20:55, schrieb Thomas Helland:
While this doesn't prehash all the things, it does switch quite a
lot
of places from doing a search and then a subsequent insert to first
hash the key, and then use this hash when searching / inserting.
While our new pointer hashing function remedied much of our
overhead
hashing pointers, there is still more to gain here. This cuts
executed
instructions / task-clock by about 0.5% on a shader-db run on my
i965
running machine. While that's not a lot, it is still a nice little
improvement on the way to less overhead. The changes should also be
fairly trivial, so it's not much of a burden.
Thomas Helland (6):
glsl: Prehash in refcount hash table to reduce hashing
nir: Prehash in instr_set to avoid hashing twice
glsl: Prehash in constant propagation
glsl: Prehash in constant variable pass to avoid hashing twice
glsl: Prehash to avoid computing the hash twice
util: Avoid computing hash twice in string_to_uint_map
src/compiler/glsl/ir_variable_refcount.cpp | 7 +++++--
src/compiler/glsl/opt_constant_propagation.cpp | 8 +++++---
src/compiler/glsl/opt_constant_variable.cpp | 6 ++++--
src/compiler/glsl/opt_copy_propagation_elements.cpp | 7 +++++--
src/compiler/nir/nir_instr_set.c | 7 +++++--
src/util/string_to_uint_map.h | 9 ++++++---
6 files changed, 30 insertions(+), 14 deletions(-)
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev