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Borderlands 3 (both DX11 and DX12 renderers) have a common pattern across many shaders: con 32x4 %510 = (uint32)txf %2 (handle), %1191 (0x10) (coord), %1 (0x0) (lod), 0 (texture) con 32x4 %512 = (uint32)txf %2 (handle), %1511 (0x11) (coord), %1 (0x0) (lod), 0 (texture) ... con 32x4 %550 = (uint32)txf %2 (handle), %1549 (0x25) (coord), %1 (0x0) (lod), 0 (texture) con 32x4 %552 = (uint32)txf %2 (handle), %1551 (0x26) (coord), %1 (0x0) (lod), 0 (texture) A single basic block contains piles of texelFetches from a 1D buffer texture, with constant coordinates. In most cases, only the .x channel of the result is read. So we have something on the order of 28 sampler messages, each asking for...a single uint32_t scalar value. Because our sampler doesn't have any support for convergent block loads (like the untyped LSC transpose messages for SSBOs)...this means we were emitting SIMD8/16 (or SIMD16/32 on Xe2) sampler messages for every single scalar, replicating what's effectively a SIMD1 value to the entire register. This is hugely wasteful, both in terms of register pressure, and also in back-and-forth sending and receiving memory messages. The good news is we can take advantage of our explicit SIMD model to handle this more efficiently. This patch adds a new optimization pass that detects a series of SHADER_OPCODE_TXF_LOGICAL, in the same basic block, with constant offsets, from the same texture. It constructs a new divergent coordinate where each channel is one of the constants (i.e <10, 11, 12, ..., 26> in the above example). It issues a new NoMask divergent texel fetch which loads N useful channels in one go, and replaces the rest with expansion MOVs that splat the SIMD1 result back to the full SIMD width. (These get copy propagated away.) We can pick the SIMD size of the load independently of the native shader width as well. On Xe2, those 28 convergent loads become a single SIMD32 ld message. On earlier hardware, we use 2 SIMD16 messages. Or we can use a smaller size when there aren't many to combine. In fossil-db, this cuts 27% of send messages in affected shaders, 3-6% of cycles, 2-3% of instructions, and 8-12% of live registers. On A770, this improves performance of Borderlands 3 by roughly 2.5-3.5%. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32573> |
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`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.