On 20/2/19 10:49 am, Marek Olšák wrote:
st_link_shader takes 55% of CPU time with NIR, and 9% with TGSI.
nir_validate_shader 49%
nir_validate_shader is overused. It doesn't make sense even in debug builds.
It's used to validate the IR between optimisation/lowering passes. For
debug builds you can use NIR_VALIDATE=0 to avoid it.
Note since I sent this we have tracked down and removed some excessive
processing in nir_opt_dead_cf() and Connor has also sent a MR to
significantly reduce time spent in nir_opt_algebraic [1].
The overhead from NIR has reduce to about 30% of time spent compiling
shader-db with everything that's already landed and Connors series.
I intend to do some more profiling today. I added compile times to
shader-db so that I can pinpoint problem shaders.
[1] https://gitlab.freedesktop.org/mesa/mesa/merge_requests/269
Marek
On Wed, Feb 13, 2019 at 4:26 AM Connor Abbott <cwabbo...@gmail.com
<mailto:cwabbo...@gmail.com>> wrote:
Reviewed-by: Connor Abbott <cwabbo...@gmail.com
<mailto:cwabbo...@gmail.com>>
I'm a bit surprised it's that slow... do you have any idea what's
going on? I've made flamegraphs in the past on i965 to see where
most of the time is spent.
On Wed, Feb 13, 2019 at 9:00 AM Timothy Arceri
<tarc...@itsqueeze.com <mailto:tarc...@itsqueeze.com>> wrote:
Currently the radeonsi NIR backend takes around twice the time
of the tgsi backend to compile shader-db. These are some first
steps at reducing the overhead of NIR.
This series reduces the compile time of a Deus Ex program I was
profiling by around 5%.
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