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Varying unit (V) reported by Offline Compiler

I'd like to know what it means when a fragment shader is bound by Varying unity (V), in our case.

According to: https://developer.arm.com/documentation/101863/7-4/Mali-GPU-pipelines/Mali-Bifrost-architecture

The varying pipeline is a dedicated pipeline which implements the varying interpolator.

Does it mean that the it takes a lot of cycles just interpolating the varyings than ALU operations, and reducing the amount of varyings could potentially reduce the fragment shader cycles ?

For example:

Mali Offline Compiler v7.4.0 (Build 330167)
Copyright 2007-2021 Arm Limited, all rights reserved

Configuration
=============

Hardware: Mali-G71 r0p1
Architecture: Bifrost
Driver: r32p0-00rel0
Shader type: OpenGL ES Fragment

Main shader
===========

Work registers: 24
Uniform registers: 12
Stack spilling: false
16-bit arithmetic: 60%

A LS V T Bound
Total instruction cycles: 1.42 0.00 3.50 2.00 V
Shortest path cycles: 1.42 0.00 3.50 2.00 V
Longest path cycles: 1.42 0.00 3.50 2.00 V

A = Arithmetic, LS = Load/Store, V = Varying, T = Texture

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  • Please see the attached shader. MAILOC gives V (Varying Unit)=3.00 (-c MALI-G71), but if I change the first line from:

    u_xlat16_0.xy = vs_TEXCOORD0.xy;

    to:

    u_xlat16_0.xy = texture(_BaseMap, vs_TEXCOORD0.xy).xy;

    V increases to 3.25. Why ?

    Full fragment shader:

    #version 300 es
    
    uniform mediump sampler2D _BaseMap;
    precision highp float;
    precision highp int;
    in mediump vec4 vs_TEXCOORD0;
    in mediump vec4 vs_TEXCOORD2;
    in highp vec4 vs_TEXCOORD5;
    in mediump vec4 vs_TEXCOORD7;
    in mediump vec4 vs_TEXCOORD9;
    in mediump vec4 vs_TEXCOORD10;
    layout(location = 0) out mediump vec4 SV_Target0;
    mediump vec4 u_xlat16_0;
    mediump vec4 u_xlat16_1;
    void main()
    {
        u_xlat16_0.xy = vs_TEXCOORD0.xy;
        //u_xlat16_0.xy = texture(_BaseMap, vs_TEXCOORD0.xy).xy; // Replace the previous line with this
    
        u_xlat16_0.z = float(0.0);
        u_xlat16_0.w = float(0.0);
        u_xlat16_0.xyz = u_xlat16_0.xyz + vs_TEXCOORD2.xyz;
        u_xlat16_0.xyz = u_xlat16_0.xyz + vs_TEXCOORD5.xyz;
        u_xlat16_0 = u_xlat16_0 + vs_TEXCOORD7;
        u_xlat16_0 = u_xlat16_0 + vs_TEXCOORD9;
        u_xlat16_1.xyz = vs_TEXCOORD10.xyz;
        u_xlat16_1.w = 0.0;
        u_xlat16_0 = u_xlat16_0 + u_xlat16_1;
        u_xlat16_1.x = vs_TEXCOORD2.y * 0.449999988 + 0.550000012;
    #ifdef UNITY_ADRENO_ES3
        u_xlat16_1.x = min(max(u_xlat16_1.x, 0.0), 1.0);
    #else
        u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0);
    #endif
        u_xlat16_1.x = u_xlat16_1.x * 0.199999988 + 0.800000012;
        u_xlat16_1.xyz = u_xlat16_1.xxx * vec3(0.5, 0.5, 0.5);
        u_xlat16_1.w = 1.0;
        SV_Target0 = u_xlat16_0 * vec4(1.00000001e-07, 1.00000001e-07, 1.00000001e-07, 1.00000001e-07) + u_xlat16_1;
        return;
    }

Reply
  • Please see the attached shader. MAILOC gives V (Varying Unit)=3.00 (-c MALI-G71), but if I change the first line from:

    u_xlat16_0.xy = vs_TEXCOORD0.xy;

    to:

    u_xlat16_0.xy = texture(_BaseMap, vs_TEXCOORD0.xy).xy;

    V increases to 3.25. Why ?

    Full fragment shader:

    #version 300 es
    
    uniform mediump sampler2D _BaseMap;
    precision highp float;
    precision highp int;
    in mediump vec4 vs_TEXCOORD0;
    in mediump vec4 vs_TEXCOORD2;
    in highp vec4 vs_TEXCOORD5;
    in mediump vec4 vs_TEXCOORD7;
    in mediump vec4 vs_TEXCOORD9;
    in mediump vec4 vs_TEXCOORD10;
    layout(location = 0) out mediump vec4 SV_Target0;
    mediump vec4 u_xlat16_0;
    mediump vec4 u_xlat16_1;
    void main()
    {
        u_xlat16_0.xy = vs_TEXCOORD0.xy;
        //u_xlat16_0.xy = texture(_BaseMap, vs_TEXCOORD0.xy).xy; // Replace the previous line with this
    
        u_xlat16_0.z = float(0.0);
        u_xlat16_0.w = float(0.0);
        u_xlat16_0.xyz = u_xlat16_0.xyz + vs_TEXCOORD2.xyz;
        u_xlat16_0.xyz = u_xlat16_0.xyz + vs_TEXCOORD5.xyz;
        u_xlat16_0 = u_xlat16_0 + vs_TEXCOORD7;
        u_xlat16_0 = u_xlat16_0 + vs_TEXCOORD9;
        u_xlat16_1.xyz = vs_TEXCOORD10.xyz;
        u_xlat16_1.w = 0.0;
        u_xlat16_0 = u_xlat16_0 + u_xlat16_1;
        u_xlat16_1.x = vs_TEXCOORD2.y * 0.449999988 + 0.550000012;
    #ifdef UNITY_ADRENO_ES3
        u_xlat16_1.x = min(max(u_xlat16_1.x, 0.0), 1.0);
    #else
        u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0);
    #endif
        u_xlat16_1.x = u_xlat16_1.x * 0.199999988 + 0.800000012;
        u_xlat16_1.xyz = u_xlat16_1.xxx * vec3(0.5, 0.5, 0.5);
        u_xlat16_1.w = 1.0;
        SV_Target0 = u_xlat16_0 * vec4(1.00000001e-07, 1.00000001e-07, 1.00000001e-07, 1.00000001e-07) + u_xlat16_1;
        return;
    }

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