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The portion of the Bspec dedicated to Gfx6-Gfx11 says that this workaround applies to "Pre-CNL" (with CNL being Gfx10). There is no mention of this workaround in the sections for Xe or Xe2. No shader-db or fossil-db changes on Skylake or older Intel platforms. shader-db: Lunar Lake, Meteor Lake, DG2, Tiger Lake, and Ice Lake (Lunar Lake shown) total instructions in shared programs: 17107031 -> 17107027 (<.01%) instructions in affected programs: 32182 -> 32178 (-0.01%) helped: 16 / HURT: 14 total cycles in shared programs: 895016760 -> 894975410 (<.01%) cycles in affected programs: 312774834 -> 312733484 (-0.01%) helped: 9279 / HURT: 8091 LOST: 40 GAINED: 33 The pre-Xe2 platforms had a lot more lost / gained shaders. This appears to be due to churn in the cycle counts and the SIMD32 heuristic. fossil-db: Lunar Lake Totals: Instrs: 208667436 -> 208671853 (+0.00%); split: -0.00%, +0.01% Subgroup size: 14241168 -> 14241200 (+0.00%) Cycle count: 31495149690 -> 31481397970 (-0.04%); split: -0.17%, +0.13% Spill count: 508467 -> 508701 (+0.05%); split: -0.10%, +0.14% Fill count: 611979 -> 612583 (+0.10%); split: -0.07%, +0.17% Scratch Memory Size: 35288064 -> 35311616 (+0.07%); split: -0.07%, +0.14% Totals from 205773 (29.10% of 707019) affected shaders: Instrs: 103153541 -> 103157958 (+0.00%); split: -0.01%, +0.01% Subgroup size: 4563584 -> 4563616 (+0.00%) Cycle count: 12979963010 -> 12966211290 (-0.11%); split: -0.42%, +0.32% Spill count: 494741 -> 494975 (+0.05%); split: -0.10%, +0.15% Fill count: 597988 -> 598592 (+0.10%); split: -0.07%, +0.17% Scratch Memory Size: 33351680 -> 33375232 (+0.07%); split: -0.08%, +0.15% Meteor Lake and DG2 had similar results. (Meteor Lake shown) Totals: Instrs: 233063764 -> 233057897 (-0.00%); split: -0.01%, +0.00% Subgroup size: 9892840 -> 9892856 (+0.00%) Cycle count: 25387597341 -> 25373885583 (-0.05%); split: -0.36%, +0.31% Spill count: 518469 -> 517940 (-0.10%); split: -0.19%, +0.09% Fill count: 559444 -> 558537 (-0.16%); split: -0.29%, +0.13% Scratch Memory Size: 19694592 -> 19658752 (-0.18%); split: -0.21%, +0.03% Max dispatch width: 7135248 -> 7131672 (-0.05%); split: +0.13%, -0.18% Totals from 301996 (37.49% of 805603) affected shaders: Instrs: 144535999 -> 144530132 (-0.00%); split: -0.01%, +0.01% Subgroup size: 3768528 -> 3768544 (+0.00%) Cycle count: 18687102311 -> 18673390553 (-0.07%); split: -0.50%, +0.42% Spill count: 515687 -> 515158 (-0.10%); split: -0.20%, +0.09% Fill count: 557638 -> 556731 (-0.16%); split: -0.29%, +0.13% Scratch Memory Size: 18662400 -> 18626560 (-0.19%); split: -0.22%, +0.03% Max dispatch width: 2029872 -> 2026296 (-0.18%); split: +0.44%, -0.62% Tiger Lake Totals: Instrs: 238813279 -> 238766482 (-0.02%); split: -0.04%, +0.02% Subgroup size: 9851320 -> 9851328 (+0.00%) Cycle count: 23668877036 -> 23646286421 (-0.10%); split: -0.51%, +0.42% Spill count: 559060 -> 554241 (-0.86%); split: -1.12%, +0.26% Fill count: 595926 -> 591843 (-0.69%); split: -1.46%, +0.78% Scratch Memory Size: 19929088 -> 19764224 (-0.83%); split: -1.19%, +0.36% Max dispatch width: 7102184 -> 7101840 (-0.00%); split: +0.13%, -0.13% Totals from 284125 (35.42% of 802235) affected shaders: Instrs: 144695094 -> 144648297 (-0.03%); split: -0.06%, +0.03% Subgroup size: 3567312 -> 3567320 (+0.00%) Cycle count: 11303753658 -> 11281163043 (-0.20%); split: -1.07%, +0.87% Spill count: 554624 -> 549805 (-0.87%); split: -1.13%, +0.26% Fill count: 592252 -> 588169 (-0.69%); split: -1.47%, +0.78% Scratch Memory Size: 19553280 -> 19388416 (-0.84%); split: -1.21%, +0.37% Max dispatch width: 1895488 -> 1895144 (-0.02%); split: +0.48%, -0.50% Ice Lake Totals: Instrs: 239034316 -> 239049108 (+0.01%); split: -0.03%, +0.04% Subgroup size: 9926440 -> 9926448 (+0.00%) Cycle count: 24944253156 -> 24919967386 (-0.10%); split: -0.25%, +0.15% Spill count: 575498 -> 571612 (-0.68%); split: -1.18%, +0.51% Fill count: 709760 -> 716665 (+0.97%); split: -1.31%, +2.28% Scratch Memory Size: 20699136 -> 20599808 (-0.48%); split: -1.45%, +0.97% Max dispatch width: 7140856 -> 7143568 (+0.04%); split: +0.15%, -0.12% Totals from 233451 (29.01% of 804669) affected shaders: Instrs: 127440610 -> 127455402 (+0.01%); split: -0.07%, +0.08% Subgroup size: 2835784 -> 2835792 (+0.00%) Cycle count: 11818511030 -> 11794225260 (-0.21%); split: -0.53%, +0.32% Spill count: 559557 -> 555671 (-0.69%); split: -1.22%, +0.52% Fill count: 694460 -> 701365 (+0.99%); split: -1.34%, +2.33% Scratch Memory Size: 19774464 -> 19675136 (-0.50%); split: -1.52%, +1.02% Max dispatch width: 1602736 -> 1605448 (+0.17%); split: +0.69%, -0.52% Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35903> |
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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.