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vkd3d-shader/spirv: Cache numeric types without through the general declaration cache.
Numeric types are used very frequently, and doing a tree search each time one is needed tends to waste a lot of time. I ran the compilation of ~1000 DXBC-TPF shaders randomly taken from my collection and measured the performance using callgrind and the kcachegrind "cycle count" estimation. BEFORE: * 1,764,035,136 cycles * 1,767,948,767 cycles * 1,773,927,734 cycles AFTER: * 1,472,384,755 cycles * 1,469,506,188 cycles * 1,470,191,425 cycles So callgrind would estimate a 16% improvement at least.
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Notes:
Henri Verbeet
2024-09-23 15:57:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1103
@ -394,6 +394,7 @@ struct vkd3d_spirv_builder
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uint32_t type_bool_id;
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uint32_t type_void_id;
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uint32_t scope_subgroup_id;
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uint32_t numeric_type_ids[VKD3D_SHADER_COMPONENT_TYPE_COUNT][VKD3D_VEC4_SIZE];
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struct vkd3d_spirv_stream debug_stream; /* debug instructions */
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struct vkd3d_spirv_stream annotation_stream; /* decoration instructions */
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@ -1902,29 +1903,37 @@ static uint32_t vkd3d_spirv_build_op_glsl_std450_nclamp(struct vkd3d_spirv_build
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static uint32_t vkd3d_spirv_get_type_id(struct vkd3d_spirv_builder *builder,
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enum vkd3d_shader_component_type component_type, unsigned int component_count)
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{
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uint32_t scalar_id;
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uint32_t scalar_id, type_id;
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VKD3D_ASSERT(component_type < VKD3D_SHADER_COMPONENT_TYPE_COUNT);
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VKD3D_ASSERT(1 <= component_count && component_count <= VKD3D_VEC4_SIZE);
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if ((type_id = builder->numeric_type_ids[component_type][component_count - 1]))
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return type_id;
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if (component_count == 1)
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{
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switch (component_type)
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{
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case VKD3D_SHADER_COMPONENT_VOID:
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return vkd3d_spirv_get_op_type_void(builder);
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type_id = vkd3d_spirv_get_op_type_void(builder);
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break;
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case VKD3D_SHADER_COMPONENT_FLOAT:
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return vkd3d_spirv_get_op_type_float(builder, 32);
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type_id = vkd3d_spirv_get_op_type_float(builder, 32);
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break;
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case VKD3D_SHADER_COMPONENT_INT:
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case VKD3D_SHADER_COMPONENT_UINT:
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return vkd3d_spirv_get_op_type_int(builder, 32, component_type == VKD3D_SHADER_COMPONENT_INT);
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type_id = vkd3d_spirv_get_op_type_int(builder, 32, component_type == VKD3D_SHADER_COMPONENT_INT);
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break;
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case VKD3D_SHADER_COMPONENT_BOOL:
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return vkd3d_spirv_get_op_type_bool(builder);
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type_id = vkd3d_spirv_get_op_type_bool(builder);
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break;
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case VKD3D_SHADER_COMPONENT_DOUBLE:
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return vkd3d_spirv_get_op_type_float(builder, 64);
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type_id = vkd3d_spirv_get_op_type_float(builder, 64);
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break;
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case VKD3D_SHADER_COMPONENT_UINT64:
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return vkd3d_spirv_get_op_type_int(builder, 64, 0);
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type_id = vkd3d_spirv_get_op_type_int(builder, 64, 0);
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break;
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default:
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FIXME("Unhandled component type %#x.\n", component_type);
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return 0;
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@ -1934,8 +1943,12 @@ static uint32_t vkd3d_spirv_get_type_id(struct vkd3d_spirv_builder *builder,
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{
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VKD3D_ASSERT(component_type != VKD3D_SHADER_COMPONENT_VOID);
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scalar_id = vkd3d_spirv_get_type_id(builder, component_type, 1);
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return vkd3d_spirv_get_op_type_vector(builder, scalar_id, component_count);
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type_id = vkd3d_spirv_get_op_type_vector(builder, scalar_id, component_count);
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}
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builder->numeric_type_ids[component_type][component_count - 1] = type_id;
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return type_id;
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}
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static uint32_t vkd3d_spirv_get_type_id_for_data_type(struct vkd3d_spirv_builder *builder,
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@ -59,6 +59,8 @@
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#define VKD3D_VEC4_SIZE 4
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#define VKD3D_DVEC2_SIZE 2
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#define VKD3D_SHADER_COMPONENT_TYPE_COUNT (VKD3D_SHADER_COMPONENT_UINT64 + 1)
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enum vkd3d_shader_error
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{
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VKD3D_SHADER_ERROR_DXBC_INVALID_SIZE = 1,
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