microsoft / microsoft/DirectXShaderCompiler

struct value on "stack"

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performance
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C++
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Description

Hi,

I noticed a strange behavior of the compiler when using intermediate value.
It doesn't generate the same code when using a structuredbuffer directly or through a variable.
Here is an example:

struct SData
{
	float3 value;
	uint type;
	float4 value2;
};

StructuredBuffer<SData> dataBuffer;

void fct1(SData data)
{
	[branch]if (data.type == 0)
		[branch] if(data.value.x < 0.0f)
			discard;
}

void test1()
{
	fct1(dataBuffer[0]);
}

void fct2(int id)
{
	[branch] if (dataBuffer[id].type == 0)
		[branch] if (dataBuffer[id].value.x < 0.0f)
		      discard;
}

void test2()
{
	fct2(0);
}

I expected the compiler to generate the same code but it doesn’t.

Test1 generates code:

define void @main() {
  %dataBuffer_texture_structbuf = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 0, i32 0, i1 false), !dbg !472  ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float 0.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float 0.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float 0.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float 1.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 0, float 0.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 1, float 0.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 2, float 0.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 3, float 1.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  %RawBufferLoad11 = call %dx.types.ResRet.f32 @dx.op.rawBufferLoad.f32(i32 139, %dx.types.Handle %dataBuffer_texture_structbuf, i32 0, i32 0, i8 7, i32 4), !dbg !476  ; RawBufferLoad(srv,index,elementOffset,mask,alignment)
  %1 = extractvalue %dx.types.ResRet.f32 %RawBufferLoad11, 0, !dbg !476
  %RawBufferLoad = call %dx.types.ResRet.i32 @dx.op.rawBufferLoad.i32(i32 139, %dx.types.Handle %dataBuffer_texture_structbuf, i32 0, i32 12, i8 1, i32 4), !dbg !476  ; RawBufferLoad(srv,index,elementOffset,mask,alignment)
  %2 = extractvalue %dx.types.ResRet.i32 %RawBufferLoad, 0, !dbg !476
  call void @llvm.dbg.value(metadata i32 %2, i64 0, metadata !477, metadata !478), !dbg !479
  %3 = icmp eq i32 %2, 0, !dbg !481
  %4 = fcmp fast olt float %1, 0.000000e+00, !dbg !483
  %or.cond = and i1 %4, %3, !dbg !485
  br i1 %or.cond, label %5, label %"\01?ps_test1@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit", !dbg !485, !dx.controlflow.hints !486

; <label>:5                                       ; preds = %0
  call void @dx.op.discard(i32 82, i1 true), !dbg !487  ; Discard(condition)
  br label %"\01?ps_test1@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit", !dbg !487

"\01?ps_test1@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit": ; preds = %5, %0
  ret void, !dbg !488
} 

Test2 generates code:

define void @main() {
  %dataBuffer_texture_structbuf = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 0, i32 0, i1 false), !dbg !472  ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float 0.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float 0.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float 0.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float 1.000000e+00), !dbg !473  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 0, float 0.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 1, float 0.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 2, float 0.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 3, float 1.000000e+00), !dbg !475  ; StoreOutput(outputSigId,rowIndex,colIndex,value)
  call void @llvm.dbg.value(metadata i32 0, i64 0, metadata !476, metadata !477), !dbg !478
  %RawBufferLoad7 = call %dx.types.ResRet.i32 @dx.op.rawBufferLoad.i32(i32 139, %dx.types.Handle %dataBuffer_texture_structbuf, i32 0, i32 12, i8 1, i32 4), !dbg !480  ; RawBufferLoad(srv,index,elementOffset,mask,alignment)
  %1 = extractvalue %dx.types.ResRet.i32 %RawBufferLoad7, 0, !dbg !480
  %2 = icmp eq i32 %1, 0, !dbg !482
  br i1 %2, label %3, label %"\01?ps_test2@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit", !dbg !483, !dx.controlflow.hints !484

; <label>:3                                       ; preds = %0
  %RawBufferLoad = call %dx.types.ResRet.f32 @dx.op.rawBufferLoad.f32(i32 139, %dx.types.Handle %dataBuffer_texture_structbuf, i32 0, i32 0, i8 7, i32 4), !dbg !485  ; RawBufferLoad(srv,index,elementOffset,mask,alignment)
  %4 = extractvalue %dx.types.ResRet.f32 %RawBufferLoad, 0, !dbg !485
  %5 = fcmp fast olt float %4, 0.000000e+00, !dbg !487
  br i1 %5, label %6, label %"\01?ps_test2@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit", !dbg !488, !dx.controlflow.hints !489

; <label>:6                                       ; preds = %3
  call void @dx.op.discard(i32 82, i1 true), !dbg !488  ; Discard(condition)
  br label %"\01?ps_test2@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit", !dbg !488

"\01?ps_test2@@YA?AUPS_HDR_OUTPUT@@UVS_PS_COMMON@@UPSGPUVar@@@Z.exit": ; preds = %6, %3, %0
  ret void, !dbg !490
}

The second version looks better since the memory fetch is done only when the fist condition is true.

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 with the issue's test1/test2 shader reproducer and compare the generated LLVM IR for both forms, especially the placement of the StructuredBuffer loads around the branch conditions. Trace the compiler's handling of the intermediate structure value and conditional loads. Done means equivalent input forms produce the intended short-circuiting memory-fetch behavior, covered by a regression test.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
compilers, performance
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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