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<alyssa> apple's compiler implements * 9 with iadd lsl
<alyssa> * 17 too
<alyssa> imad for * 33
<alyssa> imad for * 7
<alyssa> imad for * -7
<alyssa> oh, this is interesting, it uses iadd+lsl instead of bfi for small shifts
<alyssa> it does use isub lsl
<alyssa> but not in lieu of imad
<alyssa> (and will optimize isub lsl to imad, weirdly)
<alyssa> up to lsl 4 for a single iadd
<alyssa> then, weirdly, <<5 is implemented by chaining iadd(lsl 1) with iadd(lsl 4)
<alyssa> i fail to see why that would be a win
<alyssa> although, if there are a lot more SCIB than IC units than it makes sense
<alyssa> (those are functional units, in the perf counters)
<alyssa> (different ALUs)
<alyssa> I haven't done any benchmarking myself, but comparing Philip Turner's notes with dougall's, I guess there are 4 SCIB units per 1 IC unit on Apple M1
<alyssa> with int32 addition and basic bitwise ops on the SCIB unit, but the variable barrel shifters on the IC unit
<alyssa> meaning from a raw throughput instruction, using 3 adds (with lsl) to save a real shift would still be a win
<alyssa> that suggests x << 12 would be implemented with chained iadds, but x << 13 is a toss up, but x << 17 would be real bitwise
<alyssa> In reality, Apple's compiler chooses to use bfi for 9 and above, but x << 8 is chained iadds
<alyssa> That is, it will use 2 iadds to save a bfi, but will not use 3 iadds
<alyssa> Possibly there are battling latency and i-cache concerns here, this might be a heuristic it has
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<alyssa> Performance of shifts by 10 is not of any importance whatsoever to me. But it's a nice test case for reasoning about the uarch.
<alyssa> I would like to have cycle count estimates in my shader-db stats, but meh, I don't think we know enough about the uarch to do that accurately yet.
<alyssa> ---
<alyssa> With no render targets, but depth/stencil
<alyssa> msaa 4x: sample count 1, sample stride 1, bytes per 4096, layout 32x16
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<alyssa> msaa 2x: sample count 1, sample stride 1, bytes per 8192
<alyssa> ditto if no msaa
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<alyssa> lina: dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_depth_2d_array
<alyssa> e4cdbeab814bdc2b468ec2375a74fc961a423213
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<alyssa> lina: If you revert bf3027c3916 ("mesa/st: Normalize wrap modes for seamless cubes")
<alyssa> then a bunch of dEQP-GLES3 cases will fail (listed in the commit message)
<alyssa> if you can find a control register bit that you can toggle to make them pass it would make me very interesting
<alyssa> interested
<alyssa> would not change the level of interesting i am
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<alyssa> (which is to say, about 37% on a good day)
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<lina> alyssa: I don't know if this is a good thing or a bad thing, but almost all the unknowns I exposed seem to do nothing to dEQP2/3... ^^;;
<alyssa> Sounds like a neutral thing ^^
<alyssa> Also I already had lunch, get some sleep %_%
<lina> The only interesting things I found are that if large_tib and the TVB isn't large enough I get a message and the job hangs (means I need to update the min_tvb_size for that case) and one of the registers has two bits which need to be set or a ton of things fault. I have a feeling it might be related to cache control/flushing?
<lina> I just ended the stream! I'll have a bit of dinner and sleep ^^
<alyssa> ^^
<lina> I opened a PR with the UAPI changes anyway ^^
<alyssa> 1. I don't know exactly how eMRT interacts with partial renders. I'm trying not to think about eMRT until I've finished up everything else in gles3.1
<alyssa> 2. Shrug
<lina> Speaking of, I thought we were passing all of GLES3 but there's still that one test that needs eMRT?
<lina> (the one with a too large TIB stride)
<alyssa> eh, yeah, right
<alyssa> that's in GLES3.0 in your CTS, it's in GLES3.1 in mine because I haven't updated in years :p
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