spirv-stats update - exposing more information
In a previous post I introduced a little command line tool spirv-stats I’ve been working on. Since doing the initial version, I’ve extended the information the tool will give you based on some queries I had on the SPIR-V binaries we were using - in the GitHub pull request here.
For the most commonly used opcodes, I’ve tried to break them down to understand a little more about the shape of the opcodes.
OpLoad & OpStore⌗
For OpLoad and OpStore - they have an optional additional parameter for a memory access. So I wondered, given the SPIR-V shaders we have as input, how many of the OpLoad’s and OpStore’s in the SPIR-V have the optional memory access literal? It turns out none of them do!
OpDecorate & OpMemberDecorate⌗
For OpDecorate the first thing I wanted to know was how many of the decorations used had any additional literals. It turns out that 70% of OpDecorate’s have no additional literal, and the remaining 30% has one additional literal. The next query I had was what kind of decorations were mostly used in the SPIR-V shaders? It turns out the most used decoration was the RelaxedPrecision decoration with 66% of the uses of OpDecorate just for this one. The next most used was the Location decoration with 11%. I then extended these checks over to OpMemberDecorate, and it turns out that 90% of decorations on OpMemberDecorate have one literal! The reason is because a cool 84% of the decorations used on OpMemberDecorate are for encoding the Offset of struct members.
OpAccessChain⌗
OpAccessChain can have an arbitrarily long set of IDs used to index into the pointer object. So I wondered how many of these were using a small number of indices? It turns out that 78% of the uses of OpAccessChain had only one index, 19% have two indices, and a mere 2% have three indices.
OpVariable⌗
I wondered how many variables as used in our SPIR-V shaders had initializers (they have an initial value). None of them do! Of all 19041 uses of OpVariable not one had an initializer.
OpConstant⌗
Of the constants used in the SPIR-V shaders, all of them use exactly one literal. This is unsurprising because int64/double types are not widely supported or used in shaders, but I wanted to be sure.
OpVectorShuffle⌗
The first thing I wanted to know about OpVectorShuffle was how many literals were being used when shuffling the vectors - remember that the number of literals corresponds to the width of the output vector. It turns out that 31% of shuffles have two literals (a common case when extracting from a vec4 the indices into an image sample), 45% of shuffles have three literals, and 23% have four literals. The next question I had was to do with the undef literal that can be used in shuffle. 0xFFFFFFFFu (-1 in signed) can be used to signify that that element of the resulting vector is undefined. I wondered if the SPIR-V shaders we had were using this? It turns out none of them are (currently at least). The next question I had was how many shuffles were using literals lower than 4, and lower than 8. These two numbers would be if you were shuffling an individual vec4, or shuffling two vec4. 82% of the shuffles are using literals lower than 4 - so this could either be shuffling two vec2’s together, or one vec4. The next question then is how many OpShuffle’s are using the same vector ID in both vector components. This pattern is used when you actually only want to shuffle elements from the one vector. Well it turns out exactly 82% of shuffles were using both vectors the same!
OpCompositeExtract & OpCompositeConstruct⌗
The last two opcodes that I have looked at currently were OpCompositeExtract and OpCompositeConstruct. For both I wondered how many what were the common number of literals being used? For extract, 97% were using exactly one literal. and 3% were using two literals. For construct, 17% used one literal, 41% used two literals, 41% used three literals. Also, for extract, I wondered how many of the extracts were being used to pull a single element out of a vector. So I checked how many times the literal was zero to three. Roughly 26% were accessing the zeroth, first or second, and 20% the third.
Sample Output⌗
Below is a sample output run over the shaders that smol-v uses for testing. The changes in the latest version from the previous are highlighted in red.