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Tessellation Shaders Land For RadeonSI NIR Backend

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  • Tessellation Shaders Land For RadeonSI NIR Backend

    Phoronix: Tessellation Shaders Land For RadeonSI NIR Backend

    The work led by Valve Linux driver developer Timothy Arceri on adding tessellation shader support to RadeonSI's NIR code-path has been merged to Mesa 17.4-dev Git...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Awesome! Really looking forward to this eventually aligning their development process on one IR, hopefully allowing more development time going into optimizations.

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    • #3
      Has anyone tested if there are any performance differences using RadeonSI with NIR after this code landed ? Especially using different tessellation levels ?

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      • #4
        Originally posted by xxmitsu View Post
        Has anyone tested if there are any performance differences using RadeonSI with NIR after this code landed ? Especially using different tessellation levels ?
        I don't think we should have too high expectations at this point. First get it working (with a decent design), then make it fast.

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        • #5
          Originally posted by Azpegath View Post

          I don't think we should have too high expectations at this point. First get it working (with a decent design), then make it fast.
          Yes, I agree. I was just being curious if NIR OPT Passes are influencing in any way.

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          • #6
            Originally posted by Azpegath View Post
            Awesome! Really looking forward to this eventually aligning their development process on one IR, hopefully allowing more development time going into optimizations.
            their optimization is done by llvm

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            • #7
              Originally posted by xxmitsu View Post
              Has anyone tested if there are any performance differences using RadeonSI with NIR after this code landed ? Especially using different tessellation levels ?
              Read the code (or mesa-devel mailing list)...
              @Michael: ...and it wasn't even send only one week ago:



              Yes, I did for Timothy.
              UH is _faster_ on Polaris 20 (RX580). Nearly 10 fps (first scene) on my test system.

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              • #8
                Originally posted by nuetzel View Post
                UH is _faster_ on Polaris 20 (RX580). Nearly 10 fps (first scene) on my test system.
                That's just awesome. It helps standardize a common cone path that will get more developers attention, and even performance increase! Looking forward for the progress that will be made in 2018.

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                • #9
                  Originally posted by nuetzel View Post
                  UH is _faster_ on Polaris 20 (RX580). Nearly 10 fps (first scene) on my test system.
                  Originally posted by xxmitsu View Post

                  That's just awesome. It helps standardize a common cone path that will get more developers attention, and even performance increase! Looking forward for the progress that will be made in 2018.
                  I have to take this back.
                  Now, both paths are mostly _on par_. - Which is good, at this stage, too.
                  I'm running it (NIR) all day.

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                  • #10
                    Originally posted by nuetzel View Post



                    I have to take this back.
                    Now, both paths are mostly _on par_. - Which is good, at this stage, too.
                    I'm running it (NIR) all day.
                    I wish they would have feature parity (as far as I remember bindless was one of the missing features) and then switch on default NIR so that it would get more attention.

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