From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95438] Elemental demo compute shader takes ages to compile
Date: Tue, 17 May 2016 02:30:52 +0000
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Date: Tue, 17 May 2016 02:30:52 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D95438
--- Comment #1 from Bas Nieuwenhuizen ---
Last I looked at the elemental demo, we have multiple issues:
- The shared array (1024 elements) get wrongly promoted to a private array.
There is a fix for that at
https://lists.freedesktop.org/archives/mesa-dev/2016-April/113832.html
- in radeonsi we compile arrays to vectors with insert/extract element. This
pretty much results in the array being SSA version, which results in a very
large program.
- a 1024 element vector does not fit in 256 VGPR's so LLVM tries to load and
spill around every operation and therefore every versioned array element ta=
kes
scratch space.
- As a result I needed 7 MiB of scratch space per wave, or 6,7 GiB in total=
.=20
This overflows the 32-bit buffer size and we only allocate a smaller buffer.
- This resulted in hangs (or maybe long long shader execution times, not
really sure...).
So not sure how long a long long time is, last I tried (which admittedly is
some weeks ago) I certainly could get past the compilation stage. If you did
get past that and did not get hangs, I'm not sure why.
Fixing the first problem also circumvents problems 2 & 3, although it would=
be
nice to get those fixed as well.
--=20
You are receiving this mail because:
You are the assignee for the bug.=
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Date: Tue, 17 May 2016 02:30:52 +0000
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Comment=
# 1
on bug 95438<=
/a>
from Bas Nieuwenhuizen
Last I looked at the elemental demo, we have multiple issues:
- The shared array (1024 elements) get wrongly promoted to a private array.
There is a fix for that at
https://lists.freedesktop.org/archives/mesa-dev/2016-April/113832.h=
tml
- in radeonsi we compile arrays to vectors with insert/extract element. This
pretty much results in the array being SSA version, which results in a very
large program.
- a 1024 element vector does not fit in 256 VGPR's so LLVM tries to load and
spill around every operation and therefore every versioned array element ta=
kes
scratch space.
- As a result I needed 7 MiB of scratch space per wave, or 6,7 GiB in total=
.=20
This overflows the 32-bit buffer size and we only allocate a smaller buffer.
- This resulted in hangs (or maybe long long shader execution times, not
really sure...).
So not sure how long a long long time is, last I tried (which admittedly is
some weeks ago) I certainly could get past the compilation stage. If you did
get past that and did not get hangs, I'm not sure why.
Fixing the first problem also circumvents problems 2 & 3, although it w=
ould be
nice to get those fixed as well.
You are receiving this mail because:
- You are the assignee for the bug.
=
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