mesa/src/compiler/nir/nir_search_helpers.h

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/*
* Copyright © 2016 Red Hat
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#ifndef _NIR_SEARCH_HELPERS_
#define _NIR_SEARCH_HELPERS_
#include "nir.h"
#include "util/bitscan.h"
#include <math.h>
static inline bool
is_pos_power_of_two(nir_alu_instr *instr, unsigned src, unsigned num_components,
const uint8_t *swizzle)
{
/* only constant srcs: */
if (!nir_src_is_const(instr->src[src].src))
return false;
for (unsigned i = 0; i < num_components; i++) {
switch (nir_op_infos[instr->op].input_types[src]) {
case nir_type_int: {
int64_t val = nir_src_comp_as_int(instr->src[src].src, swizzle[i]);
if (val <= 0 || !util_is_power_of_two_or_zero64(val))
return false;
break;
}
case nir_type_uint: {
uint64_t val = nir_src_comp_as_uint(instr->src[src].src, swizzle[i]);
if (val == 0 || !util_is_power_of_two_or_zero64(val))
return false;
break;
}
default:
return false;
}
}
return true;
}
static inline bool
is_neg_power_of_two(nir_alu_instr *instr, unsigned src, unsigned num_components,
const uint8_t *swizzle)
{
/* only constant srcs: */
if (!nir_src_is_const(instr->src[src].src))
return false;
for (unsigned i = 0; i < num_components; i++) {
switch (nir_op_infos[instr->op].input_types[src]) {
case nir_type_int: {
int64_t val = nir_src_comp_as_int(instr->src[src].src, swizzle[i]);
if (val >= 0 || !util_is_power_of_two_or_zero64(-val))
return false;
break;
}
default:
return false;
}
}
return true;
}
static inline bool
is_zero_to_one(nir_alu_instr *instr, unsigned src, unsigned num_components,
const uint8_t *swizzle)
{
/* only constant srcs: */
if (!nir_src_is_const(instr->src[src].src))
return false;
for (unsigned i = 0; i < num_components; i++) {
switch (nir_op_infos[instr->op].input_types[src]) {
case nir_type_float: {
double val = nir_src_comp_as_float(instr->src[src].src, swizzle[i]);
if (isnan(val) || val < 0.0f || val > 1.0f)
return false;
break;
}
default:
return false;
}
}
return true;
}
nir: shuffle constants to the top V2: mark float opts as inexact If one of the inputs to an mul/add is the result of another mul/add there is a chance that we can reuse the result of that mul/add in other calls if we do the multiplication in the right order. Also by attempting to move all constants to the top we increase the chance of constant folding. For example it is a fairly common pattern for shaders to do something similar to this: const float a = 0.5; in vec4 b; in float c; ... b.x = b.x * c; b.y = b.y * c; ... b.x = b.x * a + a; b.y = b.y * a + a; So by simply detecting that constant a is part of the multiplication in ffma and switching it with previous fmul that updates b we end up with: ... c = a * c; ... b.x = b.x * c + a; b.y = b.y * c + a; Shader-db results BDW: total instructions in shared programs: 13011050 -> 12967888 (-0.33%) instructions in affected programs: 4118366 -> 4075204 (-1.05%) helped: 17739 HURT: 1343 total cycles in shared programs: 246717952 -> 246410716 (-0.12%) cycles in affected programs: 166870802 -> 166563566 (-0.18%) helped: 18493 HURT: 7965 total spills in shared programs: 14937 -> 14560 (-2.52%) spills in affected programs: 9331 -> 8954 (-4.04%) helped: 284 HURT: 33 total fills in shared programs: 20211 -> 19671 (-2.67%) fills in affected programs: 12586 -> 12046 (-4.29%) helped: 286 HURT: 33 LOST: 39 GAINED: 33 Some of the hurt will go away when we shuffle things back down to the bottom in the following patch. It's also noteworthy that almost all of the spill changes are in Deus Ex both hurt and helped. Reviewed-by: Elie Tournier <elie.tournier@collabora.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-12 13:10:55 +11:00
static inline bool
is_not_const(nir_alu_instr *instr, unsigned src, UNUSED unsigned num_components,
UNUSED const uint8_t *swizzle)
nir: shuffle constants to the top V2: mark float opts as inexact If one of the inputs to an mul/add is the result of another mul/add there is a chance that we can reuse the result of that mul/add in other calls if we do the multiplication in the right order. Also by attempting to move all constants to the top we increase the chance of constant folding. For example it is a fairly common pattern for shaders to do something similar to this: const float a = 0.5; in vec4 b; in float c; ... b.x = b.x * c; b.y = b.y * c; ... b.x = b.x * a + a; b.y = b.y * a + a; So by simply detecting that constant a is part of the multiplication in ffma and switching it with previous fmul that updates b we end up with: ... c = a * c; ... b.x = b.x * c + a; b.y = b.y * c + a; Shader-db results BDW: total instructions in shared programs: 13011050 -> 12967888 (-0.33%) instructions in affected programs: 4118366 -> 4075204 (-1.05%) helped: 17739 HURT: 1343 total cycles in shared programs: 246717952 -> 246410716 (-0.12%) cycles in affected programs: 166870802 -> 166563566 (-0.18%) helped: 18493 HURT: 7965 total spills in shared programs: 14937 -> 14560 (-2.52%) spills in affected programs: 9331 -> 8954 (-4.04%) helped: 284 HURT: 33 total fills in shared programs: 20211 -> 19671 (-2.67%) fills in affected programs: 12586 -> 12046 (-4.29%) helped: 286 HURT: 33 LOST: 39 GAINED: 33 Some of the hurt will go away when we shuffle things back down to the bottom in the following patch. It's also noteworthy that almost all of the spill changes are in Deus Ex both hurt and helped. Reviewed-by: Elie Tournier <elie.tournier@collabora.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-12 13:10:55 +11:00
{
return !nir_src_is_const(instr->src[src].src);
nir: shuffle constants to the top V2: mark float opts as inexact If one of the inputs to an mul/add is the result of another mul/add there is a chance that we can reuse the result of that mul/add in other calls if we do the multiplication in the right order. Also by attempting to move all constants to the top we increase the chance of constant folding. For example it is a fairly common pattern for shaders to do something similar to this: const float a = 0.5; in vec4 b; in float c; ... b.x = b.x * c; b.y = b.y * c; ... b.x = b.x * a + a; b.y = b.y * a + a; So by simply detecting that constant a is part of the multiplication in ffma and switching it with previous fmul that updates b we end up with: ... c = a * c; ... b.x = b.x * c + a; b.y = b.y * c + a; Shader-db results BDW: total instructions in shared programs: 13011050 -> 12967888 (-0.33%) instructions in affected programs: 4118366 -> 4075204 (-1.05%) helped: 17739 HURT: 1343 total cycles in shared programs: 246717952 -> 246410716 (-0.12%) cycles in affected programs: 166870802 -> 166563566 (-0.18%) helped: 18493 HURT: 7965 total spills in shared programs: 14937 -> 14560 (-2.52%) spills in affected programs: 9331 -> 8954 (-4.04%) helped: 284 HURT: 33 total fills in shared programs: 20211 -> 19671 (-2.67%) fills in affected programs: 12586 -> 12046 (-4.29%) helped: 286 HURT: 33 LOST: 39 GAINED: 33 Some of the hurt will go away when we shuffle things back down to the bottom in the following patch. It's also noteworthy that almost all of the spill changes are in Deus Ex both hurt and helped. Reviewed-by: Elie Tournier <elie.tournier@collabora.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-12 13:10:55 +11:00
}
static inline bool
is_used_more_than_once(nir_alu_instr *instr)
{
bool zero_if_use = list_empty(&instr->dest.dest.ssa.if_uses);
bool zero_use = list_empty(&instr->dest.dest.ssa.uses);
if (zero_use && zero_if_use)
return false;
else if (zero_use && list_is_singular(&instr->dest.dest.ssa.if_uses))
return false;
else if (zero_if_use && list_is_singular(&instr->dest.dest.ssa.uses))
return false;
return true;
}
static inline bool
is_used_once(nir_alu_instr *instr)
{
bool zero_if_use = list_empty(&instr->dest.dest.ssa.if_uses);
bool zero_use = list_empty(&instr->dest.dest.ssa.uses);
if (zero_if_use && zero_use)
return false;
if (!zero_if_use && list_is_singular(&instr->dest.dest.ssa.uses))
return false;
if (!zero_use && list_is_singular(&instr->dest.dest.ssa.if_uses))
return false;
if (!list_is_singular(&instr->dest.dest.ssa.if_uses) &&
!list_is_singular(&instr->dest.dest.ssa.uses))
return false;
return true;
}
static inline bool
is_not_used_by_if(nir_alu_instr *instr)
{
return list_empty(&instr->dest.dest.ssa.if_uses);
}
#endif /* _NIR_SEARCH_ */