Hello.
I am working on a game and one of the device (Samsung Galaxy S3 (GT-I9300) with gpu Mali-400MP4, android version 4.0.4) is displaying problems while trying to compile one of the shaders. The gl call glCompileShader takes exceptionally long time for this shader (20+seconds). It is not a necessarily a big complicated shader and I am attaching the source file here. I have tried experimenting with changing the sahders and the compile time does go down if I start taking out instructions but even a simple acceptable shader for the game is taking 5-10 seconds to compile depending on the features. Unfortunately I have hit a wall while trying to figure out exactly which instruction is causing this issue and am not getting anywhere. Since it doesnt technically crash I get no information from glGetShaderInfoLog. Any help on this will be greatly appreciated.
PS - I am not seeing this issue on most of the other devices. I also trying using the offline compiler but I ran into other issues like the compiled shader would not link complaining (L0101 All attached shaders must be compiled prior to linking).
I've had a bit of a tinker with the offline Mali-400 compiler in terms of trying to improve the shader program performance - short programs tend to compile faster as there is less for the compiler backend to worry about, and I have a few suggestions for things where the HSL compiler is breaking up operations which could be handled more efficiently.
Optimization 1: Use built-in for vector normalize
There are quite a few places in the code where HSL has turned the equivalent of the ESSL built-in function ...
bar.xyz = normalize( foo.xyz )
... in to ...
bar.xyz = (inversesqrt(dot (foo.xyz, foo.xyz)) * foo).xyz;
The built-in function always works out 1 cycle quicker than rolling your own, so if you can spot and unpick this in your code generation tool it would help - you have three instances of this which are trivial to replace and one where you use the inverse for something else. In this latter case:
float divisor = 1.0 / length( foo.xyz )
... is still better than rolling your own.
Optimization 2: Use vector built-ins rather than scalar built-ins
My hunch that using vector built-in values rather than scalar version plays more nicely with register allocation seems to be true. For example:
foo.x = exp2(foo.xxxx).x; foo.y = exp2(foo.yyyy).y; foo.z = exp2(foo.zzzz).z;
... seems to be a cycle shorter when compiled as ...
foo.xyz = exp2( foo.xyz );
... but there are a number of other similar instances for other built-in functions, e.g. log2(), abs().
Optimization 3: Avoid widen then narrow
The code generator has some cases where the code widens a scalar to a vector and then throws away pieces of it afterwards. This seems to be not handled too efficiently, so best avoided.
r0_5.w = clamp (vec4(dot (r4_1.xyz, r1_4.xyz)), 0.0, 1.0).w;
... seems to compile better as ...
r0_5.w = clamp (dot (r4_1.xyz, r1_4.xyz)), 0.0, 1.0);
0, 1.0).w;
Optimization 4: Process more CPU-side
Slightly higher level optimization - you have some parts of the code where you have a lot of operations which are "uniform modified by a uniform". These can be folded out and processed CPU-side, and a modified uniform uploaded. For example - nothing the code below varies per fragment, so is a significant amount of redundant processing:
r0_5.x = pc[3].x; r1_4.x = max (pc[4].xxxx, r0_5.xxxx).x; r0_5.x = (r1_4.xxxx + -(pc[3].xxxx)).x; r0_5.x = (1.0/(r0_5.x));
With all of the above, and the generic removal of redundant swizzles and vectorization of scalar operations I've almost doubled the performance of the shader (it drops from 45 instructions to ~23 instructions) so I would hope that this should compile quite a bit faster.
Hope that is of some use (and thanks for giving me some fun bits of code to play with on the weekend ),
Pete
First of all thanks for all the help
Based on your suggestions I made modifications to our hlsl to glsl translator and I am attaching the new modified file. Unfortunately it has had no impact on the compile time . I wasnt able to apply optimization 2 as it will be a lot of work. Even with the give optimizations the shader compile is still 30-40+ seconds. It maybe that the shaders compile fine on the latest firmware so this may just be a bug with only 4.0.4 version. I will upgrade my firmware to do a quick test. If it is a bug in an older firmware is there a way to fix it?
The weird thing is that I do have shaders that more complicated than this one except only this one is problematic.
Hi s2moudgi,
I've created the ticket MPDDEVREL-1076 for this. We'll try and find a workaround for affected devices, which in this case should just be alternative shader code. Is it possible for your generator to take different driver revisions into account when emitting the GLSL code? If not I'm not sure how you will incorporate a workaround.
Thanks,
Chris
Hi Chris,
Thanks for opening a ticket. If we can track down what is causing the issue I should be able to find some way to fix it. Either by changing the original shader or changing the code at the hlsl->glsl translation level. I just have no control over the hlsl assembly outputted by D3DXCompileShader. There are a few flags I can tinker around with but I wont know if they will help unless I know the source of the problem.
I did a quick test with firmware 4.3 and this issue does not happen on it. So this is only a problem with 4.0.4 firmware. Let me know if there is way to track the ticket. Thanks
The ticket is for an internal bug tracking system not publically accessible, I just provided it for your convenience if you wanted to refer to it in future
I've found that by reducing the length of the shaders, you can bring the compilation times down to something more reasonable. Your original shader I gave up timing after 12 minutes, Pete's optimized version took ~5 minutes, but by removing chunks of the shader I had versions that ran at 96 seconds, 8.5 seconds, 2.6 seconds, and 65ms. Compilation time in this driver version seems to go up exponentially with shader length. This is fixed in later versions of the driver (this driver is 2 years old now) and so I would urge your users to upgrade to the latest Android versions. For this version of the shader my advice would be:
Hope this helps,