Story Details

  • Don't "optimize" conditional moves in shaders with mix()+step()

    Posted: 2025-02-09 12:42:54

    Using mix() with step() to simulate conditional assignments in shaders is often less efficient than directly using branch instructions. While seemingly branchless, this mix()/step() approach can introduce extra computations and potentially disrupt hardware optimizations related to predication. Modern GPUs are adept at handling branches efficiently, especially when they are predictable, so relying on them is often faster and simpler than employing arithmetic workarounds. Therefore, default to standard branching unless profiling reveals a specific performance bottleneck that can be demonstrably addressed by a mix()/step() alternative.

    Summary of Comments ( 7 )
    https://news.ycombinator.com/item?id=42990324

    HN users generally agreed that the article's advice is sound, particularly for modern GPUs. Several pointed out that mix() and step() can be more efficient than branching, especially when dealing with SIMD architectures where branching can lead to thread divergence. Some emphasized that profiling is crucial, as the optimal approach can vary depending on the specific GPU and shader complexity. One commenter noted that while branching might be faster in simple cases, mix() offers more predictable performance as shader complexity increases. Another cautioned against premature optimization and recommended focusing on algorithmic improvements first. A few users shared alternative techniques like using lookup textures or bitwise operations for certain conditional scenarios. Finally, there was discussion about the evolution of GPU architecture and how older advice regarding branching might no longer apply.