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Publish Metal 31001 patches for Sequoia!
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...-Binaries/12.5-24/System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/Info.plist
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<?xml version="1.0" encoding="UTF-8"?> | ||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | ||
<plist version="1.0"> | ||
<dict> | ||
<key>BuildMachineOSBuild</key> | ||
<string>20A241133</string> | ||
<key>CFBundleDevelopmentRegion</key> | ||
<string>English</string> | ||
<key>CFBundleExecutable</key> | ||
<string>AMDMTLBronzeDriver</string> | ||
<key>CFBundleGetInfoString</key> | ||
<string>AMDMTLBronzeDriver 4.8.101 24119</string> | ||
<key>CFBundleIdentifier</key> | ||
<string>com.apple.AMDMTLBronzeDriver</string> | ||
<key>CFBundleInfoDictionaryVersion</key> | ||
<string>6.0</string> | ||
<key>CFBundleName</key> | ||
<string>AMD Bronze Metal Driver</string> | ||
<key>CFBundlePackageType</key> | ||
<string>BNDL</string> | ||
<key>CFBundleShortVersionString</key> | ||
<string>4.8.101</string> | ||
<key>CFBundleSignature</key> | ||
<string>????</string> | ||
<key>CFBundleSupportedPlatforms</key> | ||
<array> | ||
<string>MacOSX</string> | ||
</array> | ||
<key>CFBundleVersion</key> | ||
<string>4.0.8</string> | ||
<key>DTCompiler</key> | ||
<string>com.apple.compilers.llvm.clang.1_0</string> | ||
<key>DTPlatformBuild</key> | ||
<string>21G71</string> | ||
<key>DTPlatformName</key> | ||
<string>macosx</string> | ||
<key>DTPlatformVersion</key> | ||
<string>12.5</string> | ||
<key>DTSDKBuild</key> | ||
<string>21G71</string> | ||
<key>DTSDKName</key> | ||
<string>macosx12.5.internal</string> | ||
<key>DTXcode</key> | ||
<string>1330</string> | ||
<key>DTXcodeBuild</key> | ||
<string>13E6049a</string> | ||
<key>LSMinimumSystemVersion</key> | ||
<string>12.5</string> | ||
<key>NSPrincipalClass</key> | ||
<string>BronzeMtlDevice</string> | ||
</dict> | ||
</plist> |
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...sal-Binaries/12.5-24/System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/PkgInfo
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BNDL???? |
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...rary/Extensions/AMDMTLBronzeDriver.bundle/Contents/Resources/BronzeStatistics-analysis.js
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var MemBandWidth = MemClkFreq / 100000 * MemBusWidth / 8 * 4; // GB/s | ||
var MaxPixelRate = NumROP * 4; // Pixels/EngineClk | ||
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var waSEVERITY_HIGH = 2; | ||
var waSEVERITY_MEDIUM = 1; | ||
var waSEVERITY_LOW = 0; | ||
|
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function analysis_TextureSamplingInst_bound() | ||
{ | ||
var ALUActiveThreshold = 20; | ||
var MemoryStallThreshold = 40; | ||
var ShaderCostThreshold = 70; | ||
var TextureUnitBusyThreshold = 60; | ||
var SamplerBusyThreshold = 60; | ||
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var specificShaderStall = false; | ||
if ((ShaderCoreALUActive < ALUActiveThreshold) && (MemoryStallPerWavefrontCompute > MemoryStallThreshold) && (MTLStatComputeCost > ShaderCostThreshold) && (SamplerBusy > SamplerBusyThreshold)) | ||
{ | ||
specificShaderStall = true; | ||
var problemId = ReportProblem(0.3, "Compute shader is texture sampling bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "The compute shader has a Low ALU to Memory instruction ratio and a high rate of sampling instruction stalls") | ||
AddProblemSubItem(problemId, "Optimize texture sampling instructions in the compute shader, or increase the ALU workload to take advantage of stalled cycles", "ComputeShader") | ||
} | ||
if ((ShaderCoreALUActive < ALUActiveThreshold) && (MemoryStallPerWavefrontVertex > MemoryStallThreshold) && (MTLStatVertexCost > ShaderCostThreshold) && (SamplerBusy > SamplerBusyThreshold)) | ||
{ | ||
specificShaderStall = true; | ||
var problemId = ReportProblem(0.3, "Vertex shader is texture sampling bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "The vertex shader has a Low ALU to Memory instruction ratio and a high rate of sampling instruction stalls") | ||
AddProblemSubItem(problemId, "Optimize texture sampling instructions in the vertex shader, or increase the ALU workload to take advantage of stalled cycles", "VertexShader") | ||
} | ||
if ((ShaderCoreALUActive < ALUActiveThreshold) && (MemoryStallPerWavefrontFragment > MemoryStallThreshold) && (MTLStatFragmentCost > ShaderCostThreshold) && (SamplerBusy > SamplerBusyThreshold)) | ||
{ | ||
specificShaderStall = true; | ||
var problemId = ReportProblem(0.3, "Fragment shader is texture sampling bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "The fragment shader has a Low ALU to Memory instruction ratio and a high rate of sampling instruction stalls") | ||
AddProblemSubItem(problemId, "Optimize texture sampling instructions in the fragment shader, or increase the ALU workload to take advantage of stalled cycles", "FragmentShader") | ||
} | ||
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if (specificShaderStall == false && (ShaderCoreALUActive < ALUActiveThreshold) && (MemoryStallPerWavefront > MemoryStallThreshold) && (MTLStatShaderCost > ShaderCostThreshold) && (SamplerBusy > SamplerBusyThreshold)) | ||
{ | ||
var problemId = ReportProblem(0.3, "Shading is texture sampling bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "The shaders have a Low ALU to Memory instruction ratio and a high rate of sampling instruction stalls") | ||
AddProblemSubItem(problemId, "Optimize texture sampling instructions in the shaders, or increase the ALU workload to take advantage of stalled cycles", "BoundResources") | ||
} | ||
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} | ||
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function analysis_shaderALU_bound() | ||
{ | ||
var ALUActiveThreshold = 75; | ||
var ShaderCostThreshold = 70; | ||
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if ((ShaderCoreALUActive > ALUActiveThreshold) && (MTLStatVertexCost > ShaderCostThreshold)) | ||
{ | ||
var problemId = ReportProblem(0.3, "Vertex shader is ALU instruction bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "Optimize ALU instructions in the vertex shader", "VertexShader"); | ||
} | ||
if ((ShaderCoreALUActive > ALUActiveThreshold) && (MTLStatFragmentCost > ShaderCostThreshold)) | ||
{ | ||
var problemId = ReportProblem(0.3, "Fragment shader is ALU instruction bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "Optimize ALU instructions in the fragment shader", "FragmentShader"); | ||
} | ||
if ((ShaderCoreALUActive > ALUActiveThreshold) && (MTLStatComputeCost > ShaderCostThreshold)) | ||
{ | ||
var problemId = ReportProblem(0.3, "Shader is ALU instruction bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "Optimize ALU instructions in the compute shader", "Kernel"); | ||
} | ||
} | ||
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function analysis_memory_bound() | ||
{ | ||
var totalMemBandwidth = ColorBlockDramBandwidth + L2CacheDramBandwidth + DepthBlockDramBandwidth; | ||
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if (totalMemBandwidth > (MemBandwidth * 0.7)) | ||
{ | ||
var problemId = ReportProblem(0.3, "Memory bandwidth bound", "Reduce memory access", waSEVERITY_MEDIUM); | ||
AddProblemSubItem(problemId, "Reduce overall use of memory bandwidth") | ||
} | ||
} | ||
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function analysis_pixelRate_bound() | ||
{ | ||
var blendingOn = (AMDStat_CBMemRead == 0) ? 1 : 2; | ||
if (PixelRate > ((MaxPixelRate / blendingOn) * 0.8)) | ||
{ | ||
var severity = waSEVERITY_LOW; | ||
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if ((NumMRT > 2) || (blendingOn == 2)) | ||
{ | ||
severity = waSEVERITY_MEDIUM; | ||
} | ||
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var problemId = ReportProblem(0.3, "Pixel rate bound", severity); | ||
AddProblemSubItem(problemId, "Performance is bound by the maximum rate the GPU can write pixels"); | ||
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if (NumMRT > 2) | ||
{ | ||
AddProblemSubItem(problemId, "Consider decreasing the number of MRTs if possible"); | ||
} | ||
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if (blendingOn == 2) | ||
{ | ||
AddProblemSubItem(problemId, "Blending is on, which will reduce the maximum pixel rate, check if blending needs to be turned on") | ||
} | ||
} | ||
} | ||
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function analysis_primitiveRate_bound() | ||
{ | ||
if (AMDStat_FrontEndBusy > 0) | ||
{ | ||
var stallRate = AMDStat_FrontEndStall / AMDStat_GPU_Engine_Busy_Ticks / NumSE; | ||
var busyRate = AMDStat_FrontEndStarvedBusy / AMDStat_GPU_Engine_Busy_Ticks / NumSE; | ||
var peakPrimitiveRate = NumSE; | ||
if ((stallRate < 0.3) && (busyRate > 0.6)) | ||
{ | ||
if (PrimitiveRate < (peakPrimitiveRate * 0.4)) | ||
{ | ||
var problemId = ReportProblem(0.3, "Low primitive rate", waSEVERITY_MEDIUM); | ||
AddProblemSubItem(problemId, "Try to reuse vertices to attain higher primitive rate") | ||
if (ParameterCacheStall > 70) | ||
{ | ||
problemId = ReportProblem(0.3, "Vertex shader output bound", waSEVERITY_HIGH); | ||
AddProblemSubItem(problemId, "Optimize the number of attributes output by the vertex shader", "VertexShader") | ||
} | ||
} | ||
else | ||
{ | ||
var problemId = ReportProblem(0.3, "Front end primitive bound", waSEVERITY_LOW); | ||
AddProblemSubItem(problemId, "Performance is bound by the maximum rate the GPU can process primitives") | ||
} | ||
} | ||
} | ||
} | ||
|
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