Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Samuel Pitoiset
On 3/28/19 4:45 PM, Jason Ekstrand wrote: On Thu, Mar 28, 2019 at 10:27 AM Samuel Pitoiset mailto:samuel.pitoi...@gmail.com>> wrote: Calling it after the first call of radv_optimize_nir() is worse. Ugh Do we know why?  I mean, it does emit the offset calculations in a slightly

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Jason Ekstrand
On Thu, Mar 28, 2019 at 10:27 AM Samuel Pitoiset wrote: > Calling it after the first call of radv_optimize_nir() is worse. > Ugh Do we know why? I mean, it does emit the offset calculations in a slightly different order but I wouldn't expect it to hurt this bad. :-/ > 27747 shaders in

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Samuel Pitoiset
Calling it after the first call of radv_optimize_nir() is worse. 27747 shaders in 14347 tests Totals: SGPRS: 1248039 -> 1248031 (-0.00 %) VGPRS: 868360 -> 868772 (0.05 %) Spilled SGPRs: 24108 -> 24134 (0.11 %) Spilled VGPRs: 122 -> 122 (0.00 %) Private memory VGPRs: 0 -> 0 (0.00 %) Scratch size:

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Samuel Pitoiset
On 3/28/19 3:08 PM, Jason Ekstrand wrote: On Wed, Mar 27, 2019 at 4:13 AM Samuel Pitoiset mailto:samuel.pitoi...@gmail.com>> wrote: This helps few compute shaders, mostly for F12017. 27670 shaders in 14347 tests Totals: SGPRS: 1231173 -> 1231173 (0.00 %) VGPRS: 866056 ->

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Jason Ekstrand
On Thu, Mar 28, 2019 at 9:29 AM Jason Ekstrand wrote: > I did some benchmarking of Assassin's Creed Odyssey today on ANV. > Disabling the SSBO optimization possibilities in ANV that moving to derefs > unlocks (I just moved the lowering super-early; moving back to index/offset > would be insane)

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Jason Ekstrand
I did some benchmarking of Assassin's Creed Odyssey today on ANV. Disabling the SSBO optimization possibilities in ANV that moving to derefs unlocks (I just moved the lowering super-early; moving back to index/offset would be insane) drops the perf of ACO by 20%. You want SSBO derefs. :D On Thu,

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Jason Ekstrand
On Wed, Mar 27, 2019 at 4:13 AM Samuel Pitoiset wrote: > This helps few compute shaders, mostly for F12017. > > 27670 shaders in 14347 tests > Totals: > SGPRS: 1231173 -> 1231173 (0.00 %) > VGPRS: 866056 -> 865928 (-0.01 %) > Spilled SGPRs: 24201 -> 24201 (0.00 %) > Code Size: 46137040 ->

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Samuel Pitoiset
On 3/28/19 10:18 AM, Bas Nieuwenhuizen wrote: R-b Though not sure it really helps given code size increase? I haven't benchmarked F12017 yet. The code size increases seems to be LLVM related but that shouldn't matter much. On Wed, Mar 27, 2019, 10:13 AM Samuel Pitoiset

Re: [Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-28 Thread Bas Nieuwenhuizen
R-b Though not sure it really helps given code size increase? On Wed, Mar 27, 2019, 10:13 AM Samuel Pitoiset wrote: > This helps few compute shaders, mostly for F12017. > > 27670 shaders in 14347 tests > Totals: > SGPRS: 1231173 -> 1231173 (0.00 %) > VGPRS: 866056 -> 865928 (-0.01 %) > Spilled

[Mesa-dev] [PATCH] radv: do not lower UBO/SSBO access to offsets

2019-03-27 Thread Samuel Pitoiset
This helps few compute shaders, mostly for F12017. 27670 shaders in 14347 tests Totals: SGPRS: 1231173 -> 1231173 (0.00 %) VGPRS: 866056 -> 865928 (-0.01 %) Spilled SGPRs: 24201 -> 24201 (0.00 %) Code Size: 46137040 -> 46144868 (0.02 %) bytes Max Waves: 232287 -> 232302 (0.01 %) Totals from