Rust-GPU / Rust-GPU/rust-gpu

[Migrated] Conditionals and code generation performance

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Description

Issue automatically imported from old repo: https://github.com/EmbarkStudios/rust-gpu/issues/1110
Old labels: t: bug
Originally creatd by DGriffin91 on 2023-12-18T19:06:07Z


I noticed that a rust gpu shader was running much slower than the equivalent wgsl one.
The wgsl one takes 53ms, and the rust gpu version takes 67ms.
Looking at the SPIRV I tracked part of the issue down to this:

if uvt.x > 0.0 && uvt.y > 0.0 && uvt.z > 0.0 && uvt.x + uvt.y < 1.0 {
    uvt
} else {
    vec3(f32::MAX, f32::MAX, f32::MAX)
}

I used spirv-cross to look at the code rust-gpu was producing in glsl and noticed it was producing this:

if (_1039 > 0.0)
{
    bool _1057;
    bool _1058;
    if (_1040 > 0.0)
    {
        bool _1047 = _1041 > 0.0;
        bool _1053;
        if (_1047)
        {
            _1053 = fma(_1028, _1023, _1040) < 1.0;
        }
        else
        {
            _1053 = _76;
        }
        _1057 = _1053;
        _1058 = _1047 ? false : true;
    }
    else
    {
        _1057 = _76;
        _1058 = true;
    }
    _1061 = _1057;
    _1062 = _1058;
}
else
{
    _1061 = _76;
    _1062 = true;
}

Whereas if I take wgsl through the same path (wgsl -> spirv -> glsl) it looks like this:

if ((((_87.x > 0.0) && (_87.y > 0.0)) && (_87.z > 0.0)) && ((_87.x + _87.y) < 1.0)) {
    return _87;
} else {
    return vec3(F32MAX);
}

I tried forcing it to not branch but generate a bool, with u32(uvt.x > 0.0 && uvt.y > 0.0 && uvt.z > 0.0 && uvt.x + uvt.y < 1.0) == 1, and while it kept the conversion and the equality check, it still had this same nested branching structure.

I then tried this which got me a lot closer to the wgsl perf (now 58ms):

if (uvt.x > 0.0) as u32
    & (uvt.y > 0.0) as u32
    & (uvt.z > 0.0) as u32
    & (uvt.x + uvt.y < 1.0) as u32
    == 1
{
    uvt
} else {
    vec3(f32::MAX, f32::MAX, f32::MAX)
}

This actually results in it using mix here:

mix(vec3(F32MAX), vec3(_1024, _1025, _1026), bvec3((((uint(_1024 > 0.0) & uint(_1025 > 0.0)) & uint(_1026 > 0.0)) & uint(fma(_1013, _1008, _1025) < 1.0)) == 1u)).y;

Is it possible to improve the code generation in rust gpu to avoid the excessive branching in situations like this?

(I'm aware that this could also be written differently to avoid branching, I'm not concerned about this specific impl, but about the code generation in general)

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by comparing the reported Rust GPU shader conditional with its generated SPIR-V/GLSL and the equivalent WGSL conversion. Investigate why chained boolean conditions become nested branches; done means comparable conditions generate less excessive branching without relying on the issue's manual integer-mask rewrite.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
compilers, performance
Issue type
Bug
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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