I have a rather simple fragment shader with a branch and I'm a bit unsure how it is handled by the GLSL compiler and how it would affect performance.
uniform sampler2D sampler;
uniform vec2 texSize;
uniform vec2 targetSize;
void main()
{
vec4 color;
if(texSize == targetSize)
color = texture2DNearest(sampler, gl_TexCoord[0]);
else
color = texture2DBicubic(sampler, gl_TexCoord[0]);
gl_FragColor = color;
}
I have read from an AMDs document that sometimes both branches are executed, which would not be a good idea in this case. Without further information nor access to disassembly I'm unsure what to think about this, and how to avoid it if it is a problem?
And also from my understanding a branch based on a uniform variable will not incur any significant overhead since it is constant over a single pass?
The potential problem with any form of conditional branching is that it can screw all that up. It causes different invocations within the wavefront to have to execute different sequences of code. That is a very expensive process, whereby a new wavefront has to be created, data copied over to it, etc.
The short version is: OpenGL is an API for rendering graphics, while GLSL (which stands for GL shading language) is a language that gives programmers the ability to modify pipeline shaders. To put it another way, GLSL is a (small) part of the overall OpenGL framework.
A uniform is a global Shader variable declared with the "uniform" storage qualifier. These act as parameters that the user of a shader program can pass to that program. Their values are stored in a program object.
Ins and outs GLSL defined the in and out keywords specifically for that purpose. Each shader can specify inputs and outputs using those keywords and wherever an output variable matches with an input variable of the next shader stage they're passed along. The vertex and fragment shader differ a bit though.
Here you have it:
il_ps_2_0
dcl_input_generic_interp(linear) v1
dcl_resource_id(0)_type(2d)_fmtx(float)_fmty(float)_fmtz(float)_fmtw(float)
eq r2.xy__, c1.xyyy, c0.xyyy
imul r5.x___, r2.x, r2.y
mov r1.x___, r5.x
if_logicalnz r1.x
sample_resource(0)_sampler(0) r6, v1.xyyy
mov r7, r6
else
sample_resource(0)_sampler(0) r8, v1.xyyy
mov r7, r8
endif
mov r9, r7
mov oC0, r9
endmain
To rephrase a bit what Kos said, what matters is to know if the guard condition can be known before execution. This is the case here since c1
and c0
registers are constant (constant registers start with letter 'c'
) and so is r1.x
register value.
That means this value is the same for all invocated fragment shaders, therefore no thread divergence can happen.
Btw, I'm using AMD GPU ShaderAnalyser for transforming GLSL into the IL. You can also generate native GPU assembly code for a specific generation (ranging from HD29xx to HD58xx).This is really a good tool!
Yes, IIRC you won't hit a performance overhead since all the threads in a single batch (warp) on a single GPU processor will go through a single branch. By 'thread' I mean 'a single execution line of the shader'.
The efficiency problem arises when a part of threads executed at the given time by a given processor (which'd be up to like 32 threads AFAIK; depends on hardware, I'm giving the numbers for G80 architecture) would branch into several branches - two different instructions at a time cannot be executed by one processor, so firstly the "if" branch would be executed by a part of threads (and the remaining would wait), and then the "else" branch would get executed by the rest.
That's not the case with your code, so I believe you're safe.
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