Jason Ekstrand eebb2dedb2 intel/fs: Add a NONE scheduling mode
While our LIFO scheduling mode attempts to optimize for register
pressure, it's often hard for a scheduling algorithm to do better than
the instruction order provided by the shader author.  Shader authors
often do perfectly reasonable things like using texture results
immediately after fetching them or constructing texture coordinates
immediately before the texture op.  When we throw all the instruction
ordering information away, we loose any help the author may have given
us.  By attempting NONE before we fall back to the worst case LIFO mode.

And, yes, I tried this with NONE both before and after LIFO and doing
NONE before LIFO is substantially better, according to shader-db.

    total instructions in shared programs: 19673152 -> 19665202 (-0.04%)
    instructions in affected programs: 33669 -> 25719 (-23.61%)
    helped: 20
    HURT: 0
    helped stats (abs) min: 15 max: 4609 x̄: 397.50 x̃: 107
    helped stats (rel) min: 2.33% max: 67.50% x̄: 14.60% x̃: 9.12%
    95% mean confidence interval for instructions value: -867.61 72.61
    95% mean confidence interval for instructions %-change: -21.74% -7.46%
    Inconclusive result (value mean confidence interval includes 0).

    total cycles in shared programs: 935562500 -> 935020920 (-0.06%)
    cycles in affected programs: 18620349 -> 18078769 (-2.91%)
    helped: 104
    HURT: 48
    helped stats (abs) min: 88 max: 60986 x̄: 8031.48 x̃: 3680
    helped stats (rel) min: 0.61% max: 51.44% x̄: 14.95% x̃: 8.87%
    HURT stats (abs)   min: 10 max: 54724 x̄: 6118.62 x̃: 1530
    HURT stats (rel)   min: 0.13% max: 46.45% x̄: 10.28% x̃: 6.46%
    95% mean confidence interval for cycles value: -5724.34 -1401.71
    95% mean confidence interval for cycles %-change: -9.86% -4.10%
    Cycles are helped.

    total spills in shared programs: 12158 -> 10327 (-15.06%)
    spills in affected programs: 1831 -> 0
    helped: 20
    HURT: 0

    total fills in shared programs: 14749 -> 12635 (-14.33%)
    fills in affected programs: 2114 -> 0
    helped: 20
    HURT: 0

    LOST:   8
    GAINED: 649

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13734>
2021-12-18 01:46:19 +00:00
2021-12-18 01:46:19 +00:00
2021-11-03 20:48:43 +00:00
2021-10-13 20:52:19 +01:00

`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://mesa3d.org/install.html>`_), but the recommended way is to use
Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_):

.. code-block:: sh

  $ mkdir build
  $ cd build
  $ meson ..
  $ sudo ninja 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://mesa3d.org/bugs.html>`_).


Contributing
------------

Contributions are welcome, and step-by-step instructions can be found in our
documentation (`docs/submittingpatches.rst
<https://mesa3d.org/submittingpatches.html>`_).

Note that Mesa uses gitlab for patches submission, review and discussions.
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