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Between 5 and 10 shaders (depending on the platform) from Blender are
massively helped for spills and fills (e.g., from 45 spills to 0, and
180 fills to 0).
Previously this commit cause a lot of spill and fill damage to
Wolfenstein Youngblood and Red Dead Redemption 2. I believe due to
!32041 and !32097, this is no longer the case. RDR2 is helped, and
Wolfenstein Youngblood has no changes.
However, q2rtx/q2rtx-rt-pipeline is hurt:
Spill count: 126 -> 175 (+38.89%); split: -0.79%, +39.68%
Fill count: 156 -> 235 (+50.64%); split: -1.92%, +52.56%
By the end of this series this damage is fixed, and q2rtx is helped
overall by -0.79% spills and -1.92% fills.
v2: Fix for Xe2.
v3: Just keep using bld for the group(1, 0) call. Suggested by Ken.
v4: Major re-write. Pass bld and xbld to fs_emit_memory_access. The big
fix is changing the way srcs[MEMORY_LOGICAL_ADDRESS] is calculated
(around line 7180). In previous versions of the commit, the address
would be calculated using bld (which is now xbld) even if the address
source was not is_scalar. This could cause the emit_uniformize (later in
the function) to fetch garbage. This also drops the special case
handling of constant offset. Constant propagation and algebraic will
handle this.
v5: Fix a subtle bug that was ultimately caused by the removal of
offset_to_component. The MEMORY_LOGICAL_ADDRESS for
load_shared_uniform_block_intel was being calculated as SIMD16 on LNL,
but the later emit_uniformize would treat it as SIMD32. This caused GPU
hangs in Assassin's Creed Valhalla.
v6: Fix a bug in D16 to D16U32 expansion. Noticed by Ken. Add a comment
explaining bld vs xbld vs ubld in fs_nir_emit_memory_access. Suggested
by Ken.
v7: Revert some of the v6 changes related to D16 to D16U32
expansion. This code was mostly correct. xbld is correct because DATA0
needs to be generated in size of the eventual SEND instruction. Using
offset(nir_src, xbld, c) will cause offset() to correctly added
component(..., 0) if nir_src.is_scalar but xbld is not scalar_group().
v8: nir_intrinsic_load_shared_uniform_block_intel was removed. This
caused reproducible hangs in Assassin's Creed: Valhalla. There are some
other compiler issues related to this game, and we're not yet sure
exactly what the cause of any of it is.
shader-db:
Lunar Lake
total instructions in shared programs: 18058270 -> 18068886 (0.06%)
instructions in affected programs: 5196846 -> 5207462 (0.20%)
helped: 4442 / HURT: 11416
total cycles in shared programs: 921324492 -> 919819398 (-0.16%)
cycles in affected programs: 733274162 -> 731769068 (-0.21%)
helped: 11312 / HURT: 31788
total spills in shared programs: 3633 -> 3585 (-1.32%)
spills in affected programs: 48 -> 0
helped: 5 / HURT: 0
total fills in shared programs: 2277 -> 2198 (-3.47%)
fills in affected programs: 79 -> 0
helped: 5 / HURT: 0
LOST: 123
GAINED: 377
Meteor Lake, DG2, and Tiger Lake had similar results. (Meteor Lake shown)
total instructions in shared programs: 19703458 -> 19699173 (-0.02%)
instructions in affected programs:
|
||
|---|---|---|
| .ci-farms | ||
| .ci-farms-disabled | ||
| .github/workflows | ||
| .gitlab | ||
| .gitlab-ci | ||
| .marge/hooks | ||
| android | ||
| bin | ||
| build-support | ||
| docs | ||
| include | ||
| src | ||
| subprojects | ||
| .clang-format | ||
| .clang-format-ignore | ||
| .clang-format-include | ||
| .dir-locals.el | ||
| .editorconfig | ||
| .git-blame-ignore-revs | ||
| .gitattributes | ||
| .gitignore | ||
| .gitlab-ci.yml | ||
| .graphqlrc.yml | ||
| .mailmap | ||
| .mr-label-maker.yml | ||
| .shellcheckrc | ||
| CODEOWNERS | ||
| meson.build | ||
| meson_options.txt | ||
| README.rst | ||
| rustfmt.toml | ||
| VERSION | ||
`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://docs.mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://docs.mesa3d.org/meson.html>`_): .. code-block:: sh $ meson setup build $ ninja -C build/ $ sudo ninja -C build/ install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://docs.mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://docs.mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.