When I compile and link my GLSL shader on an Alderlake GT1 integrated GPU, I get the warning:
SIMD32 shader inefficient
This warning is reported via glDebugMessageCallbackARB mechanism.
I would like to investigate if I can avoid this inefficiency, but I am not sure how to get more information on this warning.
The full output from the driver, for this shader:
WRN [Shader Compiler][Other]{Notification}: VS SIMD8 shader: 11 inst, 0 loops, 40 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 176 to 112 bytes.
WRN [API][Performance]{Notification}: SIMD32 shader inefficient
WRN [Shader Compiler][Other]{Notification}: FS SIMD8 shader: 5 inst, 0 loops, 20 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 80 to 48 bytes.
WRN [Shader Compiler][Other]{Notification}: FS SIMD16 shader: 5 inst, 0 loops, 28 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 80 to 48 bytes.
The messages are created during the fragment shader compiling, by the way.
My vertex shader:
#version 150
in mediump vec2 position;
out lowp vec4 clr;
uniform mediump vec2 rotx;
uniform mediump vec2 roty;
uniform mediump vec2 translation;
uniform lowp vec4 colour;
void main()
{
gl_Position.x = dot( position, rotx ) + translation.x;
gl_Position.y = dot( position, roty ) + translation.y;
gl_Position.z = 1.0;
gl_Position.w = 1.0;
clr = colour;
}
My fragment shader:
#version 150
in lowp vec4 clr;
out lowp vec4 fragColor;
void main()
{
fragColor = clr;
}
That said, I doubt it is shader specific, because it seems to report this for every shader I use on this platform?
GL RENDERER: Mesa Intel(R) Graphics (ADL-S GT1)
OS: Ubuntu 22.04
GPU: AlderLake-S GT1
API: OpenGL 3.2 Core Profile
GLSL Version: 150