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Strange arithmetic performance on G76 with/without explicit mad()

Hi!

I've recently encountered a peculiar behaviour regarding explicit mad() in a fragment shader. We compile shaders using DXC.

The line in question is 

#define FAST_GAMMA_2_LINEAR( COLOR ) ( COLOR * (COLOR * (COLOR * 0.305306011 + 0.682171111) + 0.012522878) )

when changing the code to  

#define FAST_GAMMA_2_LINEAR( COLOR ) ( COLOR * mad(COLOR, mad(COLOR, 0.305306011, 0.682171111), 0.012522878) )

all shaders that use the code become slower.

When running SPIR-V through malioc:

1. I see that 

Work registers: 31
Uniform registers: 14
Stack spilling: false
16-bit arithmetic: 32%

                                A      LS       V       T    Bound
Total instruction cycles:    2.80    1.00    4.00    1.00        V
Shortest path cycles:        0.67    0.00    1.25    0.50        V
Longest path cycles:         2.80    1.00    4.00    1.00        V

//----------------//

         %98 = OpFConvert %v4half %97
         %99 = OpVectorShuffle %v3half %98 %98 0 1 2
        %100 = OpVectorTimesScalar %v3half %99 %half_0x1_38cpn2
        %101 = OpFAdd %v3half %100 %54
        %102 = OpFMul %v3half %99 %101
        %103 = OpFAdd %v3half %102 %56
        %104 = OpFMul %v3half %99 %103

becomes 

Work registers: 32
Uniform registers: 12
Stack spilling: false
16-bit arithmetic: 27%

                                A      LS       V       T    Bound
Total instruction cycles:    2.97    1.00    4.00    1.00        V
Shortest path cycles:        0.71    0.00    1.25    0.50        V
Longest path cycles:         2.97    1.00    4.00    1.00        V

//----------------//

        %101 = OpFConvert %v4half %100
        %102 = OpVectorShuffle %v3half %101 %101 0 1 2
         %36 = OpExtInst %v3half %1 Fma %102 %59 %61
         %37 = OpExtInst %v3half %1 Fma %102 %36 %63
        %103 = OpFMul %v3half %102 %37

2. There are now two new decorations for related registers:

               OpDecorate %36 NoContraction
               OpDecorate %37 NoContraction

I was under the impression that manually using mad() could be more beneficial since it would be a direct hint to the compiler/driver about our intentions. But, it looks like even the DXC compiler avoids explicit FMAs. Performance loss and ALU cost increase is observed in shader variants with either explicit half precision types or RelaxedOps.

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