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---
title: "[19] Even without double rate 16-bit, 16-bit is the most important tool for mana"
author: "NOTimothyLottes"
handle: "@NOTimothyLottes"
post_url: "https://x.com/NOTimothyLottes/status/1588906002212323328"
post_id: "1588906002212323328"
timestamp: "2022-11-05 14:48:06"
post_count: 21
reply_count: 0
repost_count: 0
like_count: 0
view_count: 0
---
# @NOTimothyLottes — [19] Even without double rate 16-bit, 16-bit is the most important tool for mana
## Post 1 (2022-11-05 14:32:31)
GPU Programming Tip Line Thread /
## Post 2 (2022-11-05 14:32:57) — reply to Post 1
[0] Normalization fail case is 'rsq(0)=INF*0=NaN', trim out intermediate INF to fix, 'normalize_safe(x){return x*min(MAX_FLOAT,rsq(dot(x,x)));}'
## Post 3 (2022-11-05 14:34:35) — reply to Post 2
[1] PC FP16 1/denormals generates INFs which can easily eventually result in NaNs, fix positives with 'rcp(max(x,SMALLEST_NORMAL))'
## Post 4 (2022-11-05 14:36:40) — reply to Post 3
[2] 'spirv-opt -Os' (optimize for size) is your weapon against "back-before-its-done--getting-groceries" IHV compile times
## Post 5 (2022-11-05 14:37:40) — reply to Post 4
[3] Driver ignoring your '[[dont_unroll]]', 'int eatThisBuddy=1+/*hidden-zero*/constantBuffer.zero[0];for(i=0;i<1024;i+=eatThisBuddy){...'
## Post 6 (2022-11-05 14:38:30) — reply to Post 5
[4] 'Ship-One-Shader' = One SPIR-V binary, use specialization constants to select shader at PSO generation time, minimizes released shader binary size
## Post 7 (2022-11-05 14:38:48) — reply to Post 6
[5] 'Ship-One-Shader' requires 'spirv-opt -Os'
## Post 8 (2022-11-05 14:39:03) — reply to Post 7
[6] Use signed 'mask=bitfieldExtract(int(v),bit,1)' to turn bit into all 0's or 1's mask
## Post 9 (2022-11-05 14:39:51) — reply to Post 8
[7] On PC for AMD's native V_BFI_B32 (to select bits based on mask) use 'Bfi(int src,int ins,int mask){return (ins&mask)|(src&(~mask));}'
## Post 10 (2022-11-05 14:40:11) — reply to Post 9
[8] Use 'bitfieldInsert(,,0,compileTimeImmediate)' hits fast V_BFI_B32 on AMD, and portable to other vendors
## Post 11 (2022-11-05 14:40:48) — reply to Post 10
[9] AMD ONLY: clamp(a,b,c) is implemented as med3(a,b,c), so can get V_MED3_* without an extension (in a non-portable way)
## Post 12 (2022-11-05 14:41:10) — reply to Post 11
[10] Bools as 0|1 floats '(a&b)|c' can be done via 'saturate(a*b+c)'
## Post 13 (2022-11-05 14:41:26) — reply to Post 12
[11] Bools as 0|1 floats '!(a&b)' can be done via '(-a)*b+1.0'
## Post 14 (2022-11-05 14:41:52) — reply to Post 13
[12] Convert INFs to NaNs via 'x*0.0+x'
## Post 15 (2022-11-05 14:43:41) — reply to Post 14
[13] Semi-persistent workgroup opt = reusing the workgroup for more work before exit (ie processing four 8x8 tiles in a 16x16 footprint using a 64-wide group)
## Post 16 (2022-11-05 14:44:49) — reply to Post 15
[14] Semi-persistent workgroups can be good for up to 10% perf on AMD (YMMV) ... assuming compiler doesn't fail VGPR allocation, check your disassembly
## Post 17 (2022-11-05 14:45:15) — reply to Post 16
[15] Semi-persistent workgroups gain by keeping more local work on the same L0, by factoring out wait for store on wave exit, and better scheduling
## Post 18 (2022-11-05 14:45:27) — reply to Post 17
[16] Merge passes to avoid round trip through DRAM, often huge wins there
## Post 19 (2022-11-05 14:46:04) — reply to Post 18
[17] Sometimes serial dependent passes can be merged into one shader to keep work in L2 for >10% gains, requires "unsafe you-shouldnt-do-that" logic that works
## Post 20 (2022-11-05 14:47:09) — reply to Post 19
[18] Proper double rate "packed" 16-bit can provides gains up to 30% depending on workload/platform (except NV)
## Post 21 (2022-11-05 14:48:06) — reply to Post 20
[19] Even without double rate 16-bit, 16-bit is the most important tool for managing register pressure problems, esp with smaller HW register limits or compiler troubles