glsl: Don't copy propagate elements from SSBO or shared variables either
Since SSBOs can be written by a different GPU thread, copy propagating a read can cause the value to magically change. SSBO reads are also very expensive, so doing it twice will be slower. The same shader was helped by this patch and the previous. Haswell, Broadwell, and Skylake had similar results. (Skylake shown) total instructions in shared programs: 14399119 -> 14399113 (<.01%) instructions in affected programs: 683 -> 677 (-0.88%) helped: 1 HURT: 0 total cycles in shared programs: 532973113 -> 532971865 (<.01%) cycles in affected programs: 524666 -> 523418 (-0.24%) helped: 1 HURT: 0 Signed-off-by:Ian Romanick <ian.d.romanick@intel.com> Reviewed-by:
Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774 (cherry picked from commit 37bd9ccd)
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