Hi Timothy,

I put up another run for you with llvm 7 and mesa git of this morning.
Also I pruned duplicate shaders (especially Metro Redux had significant
amounts of those) so we're down to ~24k unique shaders.

I'm going to use release builds for testing because there is no
difference to the debug build and it is significantly faster.

Shader-db run times with NIR are about 35% slower though. 540s vs 398s

Max Increase:

SGPRS: 32 -> 104 (225.00 %) (in
shaders/deadisland_definitive/1833.shader_test)
VGPRS: 48 -> 216 (350.00 %) (in shaders/dirtrallye/732.shader_test)
Spilled SGPRs: 8 -> 78 (875.00 %) (in shaders/f1_2015/1574.shader_test)
Spilled VGPRs: 71 -> 76 (7.04 %) (in shaders/dirtrallye/1264.shader_test)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 48 -> 56 (16.67 %) dwords per thread (in
shaders/dirtrallye/1264.shader_test)
Code Size: 2952 -> 12668 (329.13 %) bytes (in
shaders/alien_isolation/5324.shader_test)
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 4 -> 8 (100.00 %) (in shaders/borderlands2/2608.shader_test)
Wait states: 0 -> 0 (0.00 %)

Max Decrease:

SGPRS: 104 -> 40 (-61.54 %) (in shaders/csgo/1558.shader_test)
VGPRS: 188 -> 136 (-27.66 %) (in shaders/cat/2031.shader_test)
Spilled SGPRs: 24 -> 0 (-100.00 %) (in
shaders/total_war_shogun_2/1108.shader_test)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 48 -> 0 (-100.00 %) (in shaders/soma/98.shader_test)
Scratch size: 52 -> 0 (-100.00 %) dwords per thread (in
shaders/soma/98.shader_test)
Code Size: 17060 -> 7404 (-56.60 %) bytes (in
shaders/dolphin/ubershaders/228.shader_test)
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 8 -> 3 (-62.50 %) (in shaders/f1_2015/1196.shader_test)
Wait states: 0 -> 0 (0.00 %)
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