Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 14.09.2017 15:14, Marek Olšák wrote: On Thu, Sep 14, 2017 at 12:31 PM, Timothy Arceri wrote: On 31/08/17 01:55, Marek Olšák wrote: On Wed, Aug 30, 2017 at 2:22 PM, Timothy Arceri wrote: On 30/08/17 20:07, Marek Olšák wrote: If LLVM was fixed to do the correct thing, we could enable CONSTBUF LOAD for LLVM 6.0 and later. You seem to think that the compiler *should* be placing them near where they are used? What part of LLVM were you expecting to do this? I'm happy to do some digging around but don't know where I should start looking. I think the LLVM machine instruction scheduler should do that. The starting point would be to add "-print-after-all" to llc or LLVM arguments in Mesa to have visibility into what LLVM is doing. From that point it's just about learning to understand that. By default, LLVM assumes that most or all loads may be affected by any store. LLVM might also think that the instruction order is OK and doesn't need changes. I don't know what the exact issue is. If Natural Selection 2 is the only game showing small changes in shader-db stats and there are no differences in *real performance* of NS2 and other apps, I'd say let's merge this. Retesting with master and more recent LLVM I'm getting: MaxWaves -1.68% (previously was -2.94%) with -1.60% for NS2. My care factor for NS2 has officially dropped to 0. I got a copy of it for testing but I noticed: 1. OpenGL support is still marked as beta 2. It crashes when I try to load the tutorial, I assume its related to this bug [1]. Since this is the case I'd rather not hold up this work based on the results of a buggy game. Marek is patch 4 ok with you? Everything else has you r-b (once I split patch 7). Can you remind what the name of patch 4 was? "radeonsi: make use of LOAD for UBOs" The advantages of using a real e-mail client ;-) Cheers, Nicolai Thanks, Marek -- Lerne, wie die Welt wirklich ist, Aber vergiss niemals, wie sie sein sollte. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On Thu, Sep 14, 2017 at 12:31 PM, Timothy Arceri wrote: > > > On 31/08/17 01:55, Marek Olšák wrote: >> >> On Wed, Aug 30, 2017 at 2:22 PM, Timothy Arceri >> wrote: >>> >>> On 30/08/17 20:07, Marek Olšák wrote: If LLVM was fixed to do the correct thing, we could enable CONSTBUF LOAD for LLVM 6.0 and later. >>> >>> >>> >>> You seem to think that the compiler *should* be placing them near where >>> they >>> are used? What part of LLVM were you expecting to do this? I'm happy to >>> do >>> some digging around but don't know where I should start looking. >> >> >> I think the LLVM machine instruction scheduler should do that. The >> starting point would be to add "-print-after-all" to llc or LLVM >> arguments in Mesa to have visibility into what LLVM is doing. From >> that point it's just about learning to understand that. By default, >> LLVM assumes that most or all loads may be affected by any store. LLVM >> might also think that the instruction order is OK and doesn't need >> changes. I don't know what the exact issue is. >> >> If Natural Selection 2 is the only game showing small changes in >> shader-db stats and there are no differences in *real performance* of >> NS2 and other apps, I'd say let's merge this. > > > Retesting with master and more recent LLVM I'm getting: > > MaxWaves -1.68% (previously was -2.94%) with -1.60% for NS2. > > My care factor for NS2 has officially dropped to 0. I got a copy of it for > testing but I noticed: > > 1. OpenGL support is still marked as beta > 2. It crashes when I try to load the tutorial, I assume its related to > this bug [1]. > > Since this is the case I'd rather not hold up this work based on the results > of a buggy game. Marek is patch 4 ok with you? Everything else has you r-b > (once I split patch 7). Can you remind what the name of patch 4 was? Thanks, Marek ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 31/08/17 01:55, Marek Olšák wrote: On Wed, Aug 30, 2017 at 2:22 PM, Timothy Arceri wrote: On 30/08/17 20:07, Marek Olšák wrote: If LLVM was fixed to do the correct thing, we could enable CONSTBUF LOAD for LLVM 6.0 and later. You seem to think that the compiler *should* be placing them near where they are used? What part of LLVM were you expecting to do this? I'm happy to do some digging around but don't know where I should start looking. I think the LLVM machine instruction scheduler should do that. The starting point would be to add "-print-after-all" to llc or LLVM arguments in Mesa to have visibility into what LLVM is doing. From that point it's just about learning to understand that. By default, LLVM assumes that most or all loads may be affected by any store. LLVM might also think that the instruction order is OK and doesn't need changes. I don't know what the exact issue is. If Natural Selection 2 is the only game showing small changes in shader-db stats and there are no differences in *real performance* of NS2 and other apps, I'd say let's merge this. Retesting with master and more recent LLVM I'm getting: MaxWaves -1.68% (previously was -2.94%) with -1.60% for NS2. My care factor for NS2 has officially dropped to 0. I got a copy of it for testing but I noticed: 1. OpenGL support is still marked as beta 2. It crashes when I try to load the tutorial, I assume its related to this bug [1]. Since this is the case I'd rather not hold up this work based on the results of a buggy game. Marek is patch 4 ok with you? Everything else has you r-b (once I split patch 7). Thanks, Tim [1] https://bugs.freedesktop.org/show_bug.cgi?id=93301 Marek ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On Wed, Aug 30, 2017 at 2:22 PM, Timothy Arceri wrote: > On 30/08/17 20:07, Marek Olšák wrote: >> >> If LLVM was fixed to do the correct thing, we could enable CONSTBUF >> LOAD for LLVM 6.0 and later. > > > You seem to think that the compiler *should* be placing them near where they > are used? What part of LLVM were you expecting to do this? I'm happy to do > some digging around but don't know where I should start looking. I think the LLVM machine instruction scheduler should do that. The starting point would be to add "-print-after-all" to llc or LLVM arguments in Mesa to have visibility into what LLVM is doing. From that point it's just about learning to understand that. By default, LLVM assumes that most or all loads may be affected by any store. LLVM might also think that the instruction order is OK and doesn't need changes. I don't know what the exact issue is. If Natural Selection 2 is the only game showing small changes in shader-db stats and there are no differences in *real performance* of NS2 and other apps, I'd say let's merge this. Marek ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 30/08/17 20:07, Marek Olšák wrote: If LLVM was fixed to do the correct thing, we could enable CONSTBUF LOAD for LLVM 6.0 and later. You seem to think that the compiler *should* be placing them near where they are used? What part of LLVM were you expecting to do this? I'm happy to do some digging around but don't know where I should start looking. Marek On Wed, Aug 30, 2017 at 9:18 AM, Timothy Arceri wrote: On 30/08/17 10:25, Marek Olšák wrote: I have to conclude that I don't see a way to use LOAD with CONSTBUF and keep the same performance as before. It looks like there are some deficiencies in our compiler stack that are unfixable in Mesa alone. Well that's frustrating :( Pretty much makes finishing off uniform packing [1] pointless. Besides an issue with matrices and some tidy ups it was mostly done. [1] https://github.com/tarceri/Mesa/compare/uniform_packing5 Marek On Wed, Aug 30, 2017 at 2:11 AM, Marek Olšák wrote: Related IRC discussion: 00:01 < mareko> arsenm: what are the chances I can convince you to allow me to set mayLoad = 0 on s_buffer_load_dword? :) the instruction always reads from read-only memory with Mesa 00:02 < mareko> apparently, readnone doesn't get through 00:02 < arsenm> mareko: you should get the same effect by having invariant on the MMO 00:03 < mareko> arsenm: and how would I set invariant on SI.load.const? 00:04 < arsenm> mareko: we create MMOs for a few other intrinsics already, it should be the same 00:05 < mareko> if only I had time to play with LLVM 00:05 < arsenm> mareko: it looks like that is already done so it might be a more specific problem 00:05 < arsenm> that rematerializable scalar loads patch is probably OK now though 00:07 < arsenm> https://reviews.llvm.org/D11621 Marek On Wed, Aug 30, 2017 at 1:58 AM, Marek Olšák wrote: Interesting. It may be that glsl_to_tgsi uses copy propagation to fold those CONST loads into operands, which puts them next to their uses in LLVM. I guess LLVM doesn't understand that s_buffer_load_dword loads from immutable dereferenceable memory. It would benefit from mayLoad = 0 in this case I think. Marek On Thu, Aug 24, 2017 at 11:48 AM, Timothy Arceri wrote: On 24/08/17 18:12, Nicolai Hähnle wrote: On 24.08.2017 09:45, Timothy Arceri wrote: On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev As far as I can tell this is because after this chnage we end up with large sections of consecutive loads. Any thoughts on avoid this? Odd. Do you see the same change in TGSI? This is one of those things that ideally LLVM would be smart about, but unfortunately it isn't really. Yeah I assume it's very doable since SSA makes this stuff reasonably easy to deal with. However I'm not really sure where to begin, or how welcome a pass to do this sorting would be. We have a similar pass in nir for moving comparisons to where they are first used. The TGSI is introduces an extra temp to store the value of the LOAD, this is probably what triggers the difference in LLVM. eg. LOAD TEMP[61], UBO[2], IMM[2]. LOAD TEMP[62], UBO[2], IMM[1]. LOAD TEMP[63], UBO[2], IMM[1]. LOAD TEMP[64], UBO[2], IMM[2]. DP4 TEMP[65].x, TEMP[60], TEMP[61] DP4 TEMP[66].x, TEMP[60], TEMP[62] MOV TEMP[65].y, TEMP[66]. DP4 TEMP[67].x, TEMP[60], TEMP[63] MOV TEMP[65].z, TEMP[67]. DP4 TEMP[68].x, TEMP[60], TEMP[64] MOV TEMP[69].w, TEMP[68]. MOV TEMP[69].xyz, TEMP[65].xyzx LOAD TEMP[70], UBO[1], IMM[6]. LOAD TEMP[71], UBO[1], IMM[6]. DP4 TEMP[72].x, TEMP[69], TEMP[70] DP4 TEMP[73].x, TEMP[69], TEMP[71] LOAD TEMP[74], UBO[1], IMM[6]. LOAD TEMP[75], UBO[1], IMM[7]. LOAD TEMP[76], UBO[1], IMM[7]. LOAD TEMP[77], UBO[1], IMM[7]. DP4 TEMP[78].x, TEMP[69], TEMP[74] DP4 TEMP[79].x, TEMP[69], TEMP[75] MOV TEMP[78].y, TEMP[79]. DP4 TEMP[80].x, TEMP[69], TEMP[76] MOV TEMP[78].z, TEMP[80]. DP4 T
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
If LLVM was fixed to do the correct thing, we could enable CONSTBUF LOAD for LLVM 6.0 and later. Marek On Wed, Aug 30, 2017 at 9:18 AM, Timothy Arceri wrote: > On 30/08/17 10:25, Marek Olšák wrote: >> >> I have to conclude that I don't see a way to use LOAD with CONSTBUF >> and keep the same performance as before. It looks like there are some >> deficiencies in our compiler stack that are unfixable in Mesa alone. > > > Well that's frustrating :( Pretty much makes finishing off uniform packing > [1] pointless. Besides an issue with matrices and some tidy ups it was > mostly done. > > [1] https://github.com/tarceri/Mesa/compare/uniform_packing5 > > >> >> Marek >> >> On Wed, Aug 30, 2017 at 2:11 AM, Marek Olšák wrote: >>> >>> Related IRC discussion: >>> >>> 00:01 < mareko> arsenm: what are the chances I can convince you to >>> allow me to set mayLoad = 0 on s_buffer_load_dword? :) the instruction >>> always reads from read-only memory with Mesa >>> 00:02 < mareko> apparently, readnone doesn't get through >>> 00:02 < arsenm> mareko: you should get the same effect by having >>> invariant on the MMO >>> 00:03 < mareko> arsenm: and how would I set invariant on SI.load.const? >>> 00:04 < arsenm> mareko: we create MMOs for a few other intrinsics >>> already, it should be the same >>> 00:05 < mareko> if only I had time to play with LLVM >>> 00:05 < arsenm> mareko: it looks like that is already done so it might >>> be a more specific problem >>> 00:05 < arsenm> that rematerializable scalar loads patch is probably >>> OK now though >>> 00:07 < arsenm> https://reviews.llvm.org/D11621 >>> >>> Marek >>> >>> >>> On Wed, Aug 30, 2017 at 1:58 AM, Marek Olšák wrote: Interesting. It may be that glsl_to_tgsi uses copy propagation to fold those CONST loads into operands, which puts them next to their uses in LLVM. I guess LLVM doesn't understand that s_buffer_load_dword loads from immutable dereferenceable memory. It would benefit from mayLoad = 0 in this case I think. Marek On Thu, Aug 24, 2017 at 11:48 AM, Timothy Arceri wrote: > > > > On 24/08/17 18:12, Nicolai Hähnle wrote: >> >> >> On 24.08.2017 09:45, Timothy Arceri wrote: >>> >>> >>> >>> >>> On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev >>> >>> >>> As far as I can tell this is because after this chnage we end up with >>> large sections of consecutive loads. Any thoughts on avoid this? >> >> >> >> Odd. Do you see the same change in TGSI? >> >> This is one of those things that ideally LLVM would be smart about, >> but >> unfortunately it isn't really. > > > > Yeah I assume it's very doable since SSA makes this stuff reasonably > easy to > deal with. However I'm not really sure where to begin, or how welcome a > pass > to do this sorting would be. We have a similar pass in nir for moving > comparisons to where they are first used. > > The TGSI is introduces an extra temp to store the value of the LOAD, > this is > probably what triggers the difference in LLVM. > > eg. > > LOAD TEMP[61], UBO[2], IMM[2]. > LOAD TEMP[62], UBO[2], IMM[1]. > LOAD TEMP[63], UBO[2], IMM[1]. > LOAD TEMP[64], UBO[2], IMM[2]. > DP4 TEMP[65].x, TEMP[60], TEMP[61] > DP4 TEMP[66].x, TEMP[60], TEMP[62] > MOV TEMP[65].y, TEMP[66]. > DP4 TEMP[67].x, TEMP[60], TEMP[63] > MOV TEMP[65].z, TEMP[67]. > DP4 TEMP[68].x, TEMP[60], TEMP[64] > MOV TEMP[69].w, TEMP[68]. > MOV TEMP[69].xyz, TEMP[65].xyzx > LOAD TEMP[7
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 30/08/17 10:25, Marek Olšák wrote: I have to conclude that I don't see a way to use LOAD with CONSTBUF and keep the same performance as before. It looks like there are some deficiencies in our compiler stack that are unfixable in Mesa alone. Well that's frustrating :( Pretty much makes finishing off uniform packing [1] pointless. Besides an issue with matrices and some tidy ups it was mostly done. [1] https://github.com/tarceri/Mesa/compare/uniform_packing5 Marek On Wed, Aug 30, 2017 at 2:11 AM, Marek Olšák wrote: Related IRC discussion: 00:01 < mareko> arsenm: what are the chances I can convince you to allow me to set mayLoad = 0 on s_buffer_load_dword? :) the instruction always reads from read-only memory with Mesa 00:02 < mareko> apparently, readnone doesn't get through 00:02 < arsenm> mareko: you should get the same effect by having invariant on the MMO 00:03 < mareko> arsenm: and how would I set invariant on SI.load.const? 00:04 < arsenm> mareko: we create MMOs for a few other intrinsics already, it should be the same 00:05 < mareko> if only I had time to play with LLVM 00:05 < arsenm> mareko: it looks like that is already done so it might be a more specific problem 00:05 < arsenm> that rematerializable scalar loads patch is probably OK now though 00:07 < arsenm> https://reviews.llvm.org/D11621 Marek On Wed, Aug 30, 2017 at 1:58 AM, Marek Olšák wrote: Interesting. It may be that glsl_to_tgsi uses copy propagation to fold those CONST loads into operands, which puts them next to their uses in LLVM. I guess LLVM doesn't understand that s_buffer_load_dword loads from immutable dereferenceable memory. It would benefit from mayLoad = 0 in this case I think. Marek On Thu, Aug 24, 2017 at 11:48 AM, Timothy Arceri wrote: On 24/08/17 18:12, Nicolai Hähnle wrote: On 24.08.2017 09:45, Timothy Arceri wrote: On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev As far as I can tell this is because after this chnage we end up with large sections of consecutive loads. Any thoughts on avoid this? Odd. Do you see the same change in TGSI? This is one of those things that ideally LLVM would be smart about, but unfortunately it isn't really. Yeah I assume it's very doable since SSA makes this stuff reasonably easy to deal with. However I'm not really sure where to begin, or how welcome a pass to do this sorting would be. We have a similar pass in nir for moving comparisons to where they are first used. The TGSI is introduces an extra temp to store the value of the LOAD, this is probably what triggers the difference in LLVM. eg. LOAD TEMP[61], UBO[2], IMM[2]. LOAD TEMP[62], UBO[2], IMM[1]. LOAD TEMP[63], UBO[2], IMM[1]. LOAD TEMP[64], UBO[2], IMM[2]. DP4 TEMP[65].x, TEMP[60], TEMP[61] DP4 TEMP[66].x, TEMP[60], TEMP[62] MOV TEMP[65].y, TEMP[66]. DP4 TEMP[67].x, TEMP[60], TEMP[63] MOV TEMP[65].z, TEMP[67]. DP4 TEMP[68].x, TEMP[60], TEMP[64] MOV TEMP[69].w, TEMP[68]. MOV TEMP[69].xyz, TEMP[65].xyzx LOAD TEMP[70], UBO[1], IMM[6]. LOAD TEMP[71], UBO[1], IMM[6]. DP4 TEMP[72].x, TEMP[69], TEMP[70] DP4 TEMP[73].x, TEMP[69], TEMP[71] LOAD TEMP[74], UBO[1], IMM[6]. LOAD TEMP[75], UBO[1], IMM[7]. LOAD TEMP[76], UBO[1], IMM[7]. LOAD TEMP[77], UBO[1], IMM[7]. DP4 TEMP[78].x, TEMP[69], TEMP[74] DP4 TEMP[79].x, TEMP[69], TEMP[75] MOV TEMP[78].y, TEMP[79]. DP4 TEMP[80].x, TEMP[69], TEMP[76] MOV TEMP[78].z, TEMP[80]. DP4 TEMP[81].x, TEMP[69], TEMP[77] MOV TEMP[78].w, TEMP[81]. vs DP4 TEMP[63].x, TEMP[62], CONST[2][0] DP4 TEMP[64].x, TEMP[62], CONST[2][1] MOV TEMP[63].y, TEMP[64]. DP4 TEMP[65].x, TEMP[62], CONST[2][2] MOV TEMP[63].z, TEMP[65]. DP4 TEMP[66].x, TEMP[62], CONST[2][3] MOV TEMP[67].w, TEMP[66]. MOV TEMP[67].xyz, TEMP[63].xyzx DP4 TEMP[68].x, TEMP[67], CONST[1][14] DP4 TEMP[69].x, TEMP[67], CONST[1][15] DP4 TEMP[70].x, TE
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
I have to conclude that I don't see a way to use LOAD with CONSTBUF and keep the same performance as before. It looks like there are some deficiencies in our compiler stack that are unfixable in Mesa alone. Marek On Wed, Aug 30, 2017 at 2:11 AM, Marek Olšák wrote: > Related IRC discussion: > > 00:01 < mareko> arsenm: what are the chances I can convince you to > allow me to set mayLoad = 0 on s_buffer_load_dword? :) the instruction > always reads from read-only memory with Mesa > 00:02 < mareko> apparently, readnone doesn't get through > 00:02 < arsenm> mareko: you should get the same effect by having > invariant on the MMO > 00:03 < mareko> arsenm: and how would I set invariant on SI.load.const? > 00:04 < arsenm> mareko: we create MMOs for a few other intrinsics > already, it should be the same > 00:05 < mareko> if only I had time to play with LLVM > 00:05 < arsenm> mareko: it looks like that is already done so it might > be a more specific problem > 00:05 < arsenm> that rematerializable scalar loads patch is probably > OK now though > 00:07 < arsenm> https://reviews.llvm.org/D11621 > > Marek > > > On Wed, Aug 30, 2017 at 1:58 AM, Marek Olšák wrote: >> Interesting. It may be that glsl_to_tgsi uses copy propagation to fold >> those CONST loads into operands, which puts them next to their uses in LLVM. >> >> I guess LLVM doesn't understand that s_buffer_load_dword loads from >> immutable dereferenceable memory. It would benefit from mayLoad = 0 in >> this case I think. >> >> Marek >> >> On Thu, Aug 24, 2017 at 11:48 AM, Timothy Arceri >> wrote: >>> >>> >>> On 24/08/17 18:12, Nicolai Hähnle wrote: On 24.08.2017 09:45, Timothy Arceri wrote: > > > > On 22/08/17 22:14, Timothy Arceri wrote: >> >> I'm a little unsure what to do with this now. Below is my shader-db >> results, the majority of negative changes are from Natural Selection >> 2. >> >> I looked at some dumps of the worst Natural Selection 2 shaders and >> it seems to just be scheduling differences causing the regressions. >> >> I tested with sisched but that just made things even worse. >> >> Obviously we should be aiming to improve the schedulare, but since >> this regresses things and I have no evidence of it helping anything >> it makes the case for adding it pretty weak. >> >> Thoughts?? >> >> PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves >> >> All affected57972.92 3.05 %5.04 % -2.94 >> --- >> Total 722870.28 %0.34 %0.33 % -0.21 % >> >> ___ >> mesa-dev mailing list >> mesa-dev@lists.freedesktop.org >> https://lists.freedesktop.org/mailman/listinfo/mesa-dev >> > > > As far as I can tell this is because after this chnage we end up with > large sections of consecutive loads. Any thoughts on avoid this? Odd. Do you see the same change in TGSI? This is one of those things that ideally LLVM would be smart about, but unfortunately it isn't really. >>> >>> >>> Yeah I assume it's very doable since SSA makes this stuff reasonably easy to >>> deal with. However I'm not really sure where to begin, or how welcome a pass >>> to do this sorting would be. We have a similar pass in nir for moving >>> comparisons to where they are first used. >>> >>> The TGSI is introduces an extra temp to store the value of the LOAD, this is >>> probably what triggers the difference in LLVM. >>> >>> eg. >>> >>> LOAD TEMP[61], UBO[2], IMM[2]. >>> LOAD TEMP[62], UBO[2], IMM[1]. >>> LOAD TEMP[63], UBO[2], IMM[1]. >>> LOAD TEMP[64], UBO[2], IMM[2]. >>> DP4 TEMP[65].x, TEMP[60], TEMP[61] >>> DP4 TEMP[66].x, TEMP[60], TEMP[62] >>> MOV TEMP[65].y, TEMP[66]. >>> DP4 TEMP[67].x, TEMP[60], TEMP[63] >>> MOV TEMP[65].z, TEMP[67]. >>> DP4 TEMP[68].x, TEMP[60], TEMP[64] >>> MOV TEMP[69].w, TEMP[68]. >>> MOV TEMP[69].xyz, TEMP[65].xyzx >>> LOAD TEMP[70], UBO[1], IMM[6]. >>> LOAD TEMP[71], UBO[1], IMM[6]. >>> DP4 TEMP[72].x, TEMP[69], TEMP[70] >>> DP4 TEMP[73].x, TEMP[69], TEMP[71] >>> LOAD TEMP[74], UBO[1], IMM[6]. >>> LOAD TEMP[75], UBO[1], IMM[7]. >>> LOAD TEMP[76], UBO[1], IMM[7]. >>> LOAD TEMP[77], UBO[1], IMM[7]. >>> DP4 TEMP[78].x, TEMP[69], TEMP[74] >>> DP4 TEMP[79].x, TEMP[69], TEMP[75] >>> MOV TEMP[78].y, TEMP[79]. >>> DP4 TEMP[80].x, TEMP[69], TEMP[76] >>> MOV TEMP[78].z, TEMP[80]. >>> DP4 TEMP[81].x, TEMP[69], TEMP[77] >>> MOV TEMP[78].w, TEMP[81]. >>> >>> vs >>> >>> DP4 TEMP[63].x, TEMP[62], CONST[2][0] >>> DP4 TEMP[64].x, TEMP[62], CONST[2][1] >>> MOV TEMP[63].y, TEMP[64]. >>> DP4 TEMP[65].x, TEMP[62], CONST[2][2] >>> MOV TEMP[63].z, TEMP[65].xxx
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
Related IRC discussion: 00:01 < mareko> arsenm: what are the chances I can convince you to allow me to set mayLoad = 0 on s_buffer_load_dword? :) the instruction always reads from read-only memory with Mesa 00:02 < mareko> apparently, readnone doesn't get through 00:02 < arsenm> mareko: you should get the same effect by having invariant on the MMO 00:03 < mareko> arsenm: and how would I set invariant on SI.load.const? 00:04 < arsenm> mareko: we create MMOs for a few other intrinsics already, it should be the same 00:05 < mareko> if only I had time to play with LLVM 00:05 < arsenm> mareko: it looks like that is already done so it might be a more specific problem 00:05 < arsenm> that rematerializable scalar loads patch is probably OK now though 00:07 < arsenm> https://reviews.llvm.org/D11621 Marek On Wed, Aug 30, 2017 at 1:58 AM, Marek Olšák wrote: > Interesting. It may be that glsl_to_tgsi uses copy propagation to fold > those CONST loads into operands, which puts them next to their uses in LLVM. > > I guess LLVM doesn't understand that s_buffer_load_dword loads from > immutable dereferenceable memory. It would benefit from mayLoad = 0 in > this case I think. > > Marek > > On Thu, Aug 24, 2017 at 11:48 AM, Timothy Arceri > wrote: >> >> >> On 24/08/17 18:12, Nicolai Hähnle wrote: >>> >>> On 24.08.2017 09:45, Timothy Arceri wrote: On 22/08/17 22:14, Timothy Arceri wrote: > > I'm a little unsure what to do with this now. Below is my shader-db > results, the majority of negative changes are from Natural Selection > 2. > > I looked at some dumps of the worst Natural Selection 2 shaders and > it seems to just be scheduling differences causing the regressions. > > I tested with sisched but that just made things even worse. > > Obviously we should be aiming to improve the schedulare, but since > this regresses things and I have no evidence of it helping anything > it makes the case for adding it pretty weak. > > Thoughts?? > > PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves > > All affected57972.92 3.05 %5.04 % -2.94 > --- > Total 722870.28 %0.34 %0.33 % -0.21 % > > ___ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > As far as I can tell this is because after this chnage we end up with large sections of consecutive loads. Any thoughts on avoid this? >>> >>> >>> Odd. Do you see the same change in TGSI? >>> >>> This is one of those things that ideally LLVM would be smart about, but >>> unfortunately it isn't really. >> >> >> Yeah I assume it's very doable since SSA makes this stuff reasonably easy to >> deal with. However I'm not really sure where to begin, or how welcome a pass >> to do this sorting would be. We have a similar pass in nir for moving >> comparisons to where they are first used. >> >> The TGSI is introduces an extra temp to store the value of the LOAD, this is >> probably what triggers the difference in LLVM. >> >> eg. >> >> LOAD TEMP[61], UBO[2], IMM[2]. >> LOAD TEMP[62], UBO[2], IMM[1]. >> LOAD TEMP[63], UBO[2], IMM[1]. >> LOAD TEMP[64], UBO[2], IMM[2]. >> DP4 TEMP[65].x, TEMP[60], TEMP[61] >> DP4 TEMP[66].x, TEMP[60], TEMP[62] >> MOV TEMP[65].y, TEMP[66]. >> DP4 TEMP[67].x, TEMP[60], TEMP[63] >> MOV TEMP[65].z, TEMP[67]. >> DP4 TEMP[68].x, TEMP[60], TEMP[64] >> MOV TEMP[69].w, TEMP[68]. >> MOV TEMP[69].xyz, TEMP[65].xyzx >> LOAD TEMP[70], UBO[1], IMM[6]. >> LOAD TEMP[71], UBO[1], IMM[6]. >> DP4 TEMP[72].x, TEMP[69], TEMP[70] >> DP4 TEMP[73].x, TEMP[69], TEMP[71] >> LOAD TEMP[74], UBO[1], IMM[6]. >> LOAD TEMP[75], UBO[1], IMM[7]. >> LOAD TEMP[76], UBO[1], IMM[7]. >> LOAD TEMP[77], UBO[1], IMM[7]. >> DP4 TEMP[78].x, TEMP[69], TEMP[74] >> DP4 TEMP[79].x, TEMP[69], TEMP[75] >> MOV TEMP[78].y, TEMP[79]. >> DP4 TEMP[80].x, TEMP[69], TEMP[76] >> MOV TEMP[78].z, TEMP[80]. >> DP4 TEMP[81].x, TEMP[69], TEMP[77] >> MOV TEMP[78].w, TEMP[81]. >> >> vs >> >> DP4 TEMP[63].x, TEMP[62], CONST[2][0] >> DP4 TEMP[64].x, TEMP[62], CONST[2][1] >> MOV TEMP[63].y, TEMP[64]. >> DP4 TEMP[65].x, TEMP[62], CONST[2][2] >> MOV TEMP[63].z, TEMP[65]. >> DP4 TEMP[66].x, TEMP[62], CONST[2][3] >> MOV TEMP[67].w, TEMP[66]. >> MOV TEMP[67].xyz, TEMP[63].xyzx >> DP4 TEMP[68].x, TEMP[67], CONST[1][14] >> DP4 TEMP[69].x, TEMP[67], CONST[1][15] >> DP4 TEMP[70].x, TEMP[67], CONST[1][8] >> DP4 TEMP[71].x, TEMP[67], CONST[1][9] >> MOV TEMP[70].y, TEMP[71]. >> DP4 TEMP[72].x, TEMP[67], CONST[1][10] >> MOV TEMP[70].z, TEMP[72]. >> DP4 TEMP[73].
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
Interesting. It may be that glsl_to_tgsi uses copy propagation to fold those CONST loads into operands, which puts them next to their uses in LLVM. I guess LLVM doesn't understand that s_buffer_load_dword loads from immutable dereferenceable memory. It would benefit from mayLoad = 0 in this case I think. Marek On Thu, Aug 24, 2017 at 11:48 AM, Timothy Arceri wrote: > > > On 24/08/17 18:12, Nicolai Hähnle wrote: >> >> On 24.08.2017 09:45, Timothy Arceri wrote: >>> >>> >>> >>> On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev >>> >>> >>> As far as I can tell this is because after this chnage we end up with >>> large sections of consecutive loads. Any thoughts on avoid this? >> >> >> Odd. Do you see the same change in TGSI? >> >> This is one of those things that ideally LLVM would be smart about, but >> unfortunately it isn't really. > > > Yeah I assume it's very doable since SSA makes this stuff reasonably easy to > deal with. However I'm not really sure where to begin, or how welcome a pass > to do this sorting would be. We have a similar pass in nir for moving > comparisons to where they are first used. > > The TGSI is introduces an extra temp to store the value of the LOAD, this is > probably what triggers the difference in LLVM. > > eg. > > LOAD TEMP[61], UBO[2], IMM[2]. > LOAD TEMP[62], UBO[2], IMM[1]. > LOAD TEMP[63], UBO[2], IMM[1]. > LOAD TEMP[64], UBO[2], IMM[2]. > DP4 TEMP[65].x, TEMP[60], TEMP[61] > DP4 TEMP[66].x, TEMP[60], TEMP[62] > MOV TEMP[65].y, TEMP[66]. > DP4 TEMP[67].x, TEMP[60], TEMP[63] > MOV TEMP[65].z, TEMP[67]. > DP4 TEMP[68].x, TEMP[60], TEMP[64] > MOV TEMP[69].w, TEMP[68]. > MOV TEMP[69].xyz, TEMP[65].xyzx > LOAD TEMP[70], UBO[1], IMM[6]. > LOAD TEMP[71], UBO[1], IMM[6]. > DP4 TEMP[72].x, TEMP[69], TEMP[70] > DP4 TEMP[73].x, TEMP[69], TEMP[71] > LOAD TEMP[74], UBO[1], IMM[6]. > LOAD TEMP[75], UBO[1], IMM[7]. > LOAD TEMP[76], UBO[1], IMM[7]. > LOAD TEMP[77], UBO[1], IMM[7]. > DP4 TEMP[78].x, TEMP[69], TEMP[74] > DP4 TEMP[79].x, TEMP[69], TEMP[75] > MOV TEMP[78].y, TEMP[79]. > DP4 TEMP[80].x, TEMP[69], TEMP[76] > MOV TEMP[78].z, TEMP[80]. > DP4 TEMP[81].x, TEMP[69], TEMP[77] > MOV TEMP[78].w, TEMP[81]. > > vs > > DP4 TEMP[63].x, TEMP[62], CONST[2][0] > DP4 TEMP[64].x, TEMP[62], CONST[2][1] > MOV TEMP[63].y, TEMP[64]. > DP4 TEMP[65].x, TEMP[62], CONST[2][2] > MOV TEMP[63].z, TEMP[65]. > DP4 TEMP[66].x, TEMP[62], CONST[2][3] > MOV TEMP[67].w, TEMP[66]. > MOV TEMP[67].xyz, TEMP[63].xyzx > DP4 TEMP[68].x, TEMP[67], CONST[1][14] > DP4 TEMP[69].x, TEMP[67], CONST[1][15] > DP4 TEMP[70].x, TEMP[67], CONST[1][8] > DP4 TEMP[71].x, TEMP[67], CONST[1][9] > MOV TEMP[70].y, TEMP[71]. > DP4 TEMP[72].x, TEMP[67], CONST[1][10] > MOV TEMP[70].z, TEMP[72]. > DP4 TEMP[73].x, TEMP[67], CONST[1][11] > MOV TEMP[70].w, TEMP[73]. > MOV TEMP[74].xyw, TEMP[70].xyxw > >> >> Cheers, >> Nicolai >> > ___ > 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
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 24/08/17 18:12, Nicolai Hähnle wrote: On 24.08.2017 09:45, Timothy Arceri wrote: On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev As far as I can tell this is because after this chnage we end up with large sections of consecutive loads. Any thoughts on avoid this? Odd. Do you see the same change in TGSI? This is one of those things that ideally LLVM would be smart about, but unfortunately it isn't really. Yeah I assume it's very doable since SSA makes this stuff reasonably easy to deal with. However I'm not really sure where to begin, or how welcome a pass to do this sorting would be. We have a similar pass in nir for moving comparisons to where they are first used. The TGSI is introduces an extra temp to store the value of the LOAD, this is probably what triggers the difference in LLVM. eg. LOAD TEMP[61], UBO[2], IMM[2]. LOAD TEMP[62], UBO[2], IMM[1]. LOAD TEMP[63], UBO[2], IMM[1]. LOAD TEMP[64], UBO[2], IMM[2]. DP4 TEMP[65].x, TEMP[60], TEMP[61] DP4 TEMP[66].x, TEMP[60], TEMP[62] MOV TEMP[65].y, TEMP[66]. DP4 TEMP[67].x, TEMP[60], TEMP[63] MOV TEMP[65].z, TEMP[67]. DP4 TEMP[68].x, TEMP[60], TEMP[64] MOV TEMP[69].w, TEMP[68]. MOV TEMP[69].xyz, TEMP[65].xyzx LOAD TEMP[70], UBO[1], IMM[6]. LOAD TEMP[71], UBO[1], IMM[6]. DP4 TEMP[72].x, TEMP[69], TEMP[70] DP4 TEMP[73].x, TEMP[69], TEMP[71] LOAD TEMP[74], UBO[1], IMM[6]. LOAD TEMP[75], UBO[1], IMM[7]. LOAD TEMP[76], UBO[1], IMM[7]. LOAD TEMP[77], UBO[1], IMM[7]. DP4 TEMP[78].x, TEMP[69], TEMP[74] DP4 TEMP[79].x, TEMP[69], TEMP[75] MOV TEMP[78].y, TEMP[79]. DP4 TEMP[80].x, TEMP[69], TEMP[76] MOV TEMP[78].z, TEMP[80]. DP4 TEMP[81].x, TEMP[69], TEMP[77] MOV TEMP[78].w, TEMP[81]. vs DP4 TEMP[63].x, TEMP[62], CONST[2][0] DP4 TEMP[64].x, TEMP[62], CONST[2][1] MOV TEMP[63].y, TEMP[64]. DP4 TEMP[65].x, TEMP[62], CONST[2][2] MOV TEMP[63].z, TEMP[65]. DP4 TEMP[66].x, TEMP[62], CONST[2][3] MOV TEMP[67].w, TEMP[66]. MOV TEMP[67].xyz, TEMP[63].xyzx DP4 TEMP[68].x, TEMP[67], CONST[1][14] DP4 TEMP[69].x, TEMP[67], CONST[1][15] DP4 TEMP[70].x, TEMP[67], CONST[1][8] DP4 TEMP[71].x, TEMP[67], CONST[1][9] MOV TEMP[70].y, TEMP[71]. DP4 TEMP[72].x, TEMP[67], CONST[1][10] MOV TEMP[70].z, TEMP[72]. DP4 TEMP[73].x, TEMP[67], CONST[1][11] MOV TEMP[70].w, TEMP[73]. MOV TEMP[74].xyw, TEMP[70].xyxw Cheers, Nicolai ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 24.08.2017 09:45, Timothy Arceri wrote: On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev As far as I can tell this is because after this chnage we end up with large sections of consecutive loads. Any thoughts on avoid this? Odd. Do you see the same change in TGSI? This is one of those things that ideally LLVM would be smart about, but unfortunately it isn't really. Cheers, Nicolai e.g %234 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 0) %235 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 4) %236 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 8) %237 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 12) %238 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 16) %239 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 20) %240 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 24) %241 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 28) %242 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 32) %243 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 36) %244 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 40) %245 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 44) %246 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 48) %247 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 52) %248 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 56) %249 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 60) %250 = fmul nsz float %227, %234 %251 = fmul nsz float %229, %235 %252 = fadd nsz float %250, %251 %253 = fmul nsz float %231, %236 %254 = fadd nsz float %252, %253 %255 = fadd nsz float %254, %237 %256 = fmul nsz float %227, %238 %257 = fmul nsz float %229, %239 %258 = fadd nsz float %256, %257 %259 = fmul nsz float %231, %240 %260 = fadd nsz float %258, %259 %261 = fadd nsz float %260, %241 %262 = fmul nsz float %227, %242 %263 = fmul nsz float %229, %243 %264 = fadd nsz float %262, %263 %265 = fmul nsz float %231, %244 %266 = fadd nsz float %264, %265 %267 = fadd nsz float %266, %245 %268 = fmul nsz float %227, %246 %269 = fmul nsz float %229, %247 %270 = fadd nsz float %268, %269 %271 = fmul nsz float %231, %248 %272 = fadd nsz float %270, %271 %273 = fadd nsz float %272, %249 vs %234 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 0) %235 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 4) %236 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 8) %237 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 12) %238 = fmul nsz float %227, %234 %239 = fmul nsz float %229, %235 %240 = fadd nsz float %238, %239 %241 = fmul nsz float %231, %236 %242 = fadd nsz float %240, %241 %243 = fadd nsz float %242, %237 %244 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 16) %245 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 20) %246 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 24) %247 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 28) %248 = fmul nsz float %227, %244 %249 = fmul nsz float %229, %245 %250 = fadd nsz float %248, %249 %251 = fmul nsz float %231, %246 %252 = fadd nsz float %250, %251 %253 = fadd nsz float %252, %247 %254 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 32) %255 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 36) %256 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 40) %257 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 44) %258 = fmul nsz float %227, %254 %259 = fmul nsz float %229, %255 %260 = fadd nsz float %258, %259 %261 = fmul nsz float %231, %256 %262 = fadd nsz f
Re: [Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
On 22/08/17 22:14, Timothy Arceri wrote: I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev As far as I can tell this is because after this chnage we end up with large sections of consecutive loads. Any thoughts on avoid this? e.g %234 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 0) %235 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 4) %236 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 8) %237 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 12) %238 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 16) %239 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 20) %240 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 24) %241 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 28) %242 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 32) %243 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 36) %244 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 40) %245 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 44) %246 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 48) %247 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 52) %248 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 56) %249 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 60) %250 = fmul nsz float %227, %234 %251 = fmul nsz float %229, %235 %252 = fadd nsz float %250, %251 %253 = fmul nsz float %231, %236 %254 = fadd nsz float %252, %253 %255 = fadd nsz float %254, %237 %256 = fmul nsz float %227, %238 %257 = fmul nsz float %229, %239 %258 = fadd nsz float %256, %257 %259 = fmul nsz float %231, %240 %260 = fadd nsz float %258, %259 %261 = fadd nsz float %260, %241 %262 = fmul nsz float %227, %242 %263 = fmul nsz float %229, %243 %264 = fadd nsz float %262, %263 %265 = fmul nsz float %231, %244 %266 = fadd nsz float %264, %265 %267 = fadd nsz float %266, %245 %268 = fmul nsz float %227, %246 %269 = fmul nsz float %229, %247 %270 = fadd nsz float %268, %269 %271 = fmul nsz float %231, %248 %272 = fadd nsz float %270, %271 %273 = fadd nsz float %272, %249 vs %234 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 0) %235 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 4) %236 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 8) %237 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 12) %238 = fmul nsz float %227, %234 %239 = fmul nsz float %229, %235 %240 = fadd nsz float %238, %239 %241 = fmul nsz float %231, %236 %242 = fadd nsz float %240, %241 %243 = fadd nsz float %242, %237 %244 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 16) %245 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 20) %246 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 24) %247 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 28) %248 = fmul nsz float %227, %244 %249 = fmul nsz float %229, %245 %250 = fadd nsz float %248, %249 %251 = fmul nsz float %231, %246 %252 = fadd nsz float %250, %251 %253 = fadd nsz float %252, %247 %254 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 32) %255 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 36) %256 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 40) %257 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 44) %258 = fmul nsz float %227, %254 %259 = fmul nsz float %229, %255 %260 = fadd nsz float %258, %259 %261 = fmul nsz float %231, %256 %262 = fadd nsz float %260, %261 %263 = fadd nsz float %262, %257 %264 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 48) %265 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 52) %266 = call nsz float @llvm.SI.load.const.v4i32(<4 x i32> %233, i32 56) %267
[Mesa-dev] V2 radeonsi use STD430 packing of UBOs by default
I'm a little unsure what to do with this now. Below is my shader-db results, the majority of negative changes are from Natural Selection 2. I looked at some dumps of the worst Natural Selection 2 shaders and it seems to just be scheduling differences causing the regressions. I tested with sisched but that just made things even worse. Obviously we should be aiming to improve the schedulare, but since this regresses things and I have no evidence of it helping anything it makes the case for adding it pretty weak. Thoughts?? PERCENTAGE DELTASShaders SGPRs VGPRs SpillSGPR MaxWaves All affected57972.92 3.05 %5.04 % -2.94 --- Total 722870.28 %0.34 %0.33 % -0.21 % ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev