i965: Have NIR lower flrp on pre-GEN6 vec4 backend

Previously we were doing the lowering by hand in vec4_visitor::emit_lrp.
By doing it in NIR, we have the opportunity for NIR to do additional
optimization of the expanded code.

This also enables optimizations added by the next commit.

shader-db results:

G4X / Ironlake
total instructions in shared programs: 4024401 -> 4016538 (-0.20%)
instructions in affected programs: 447686 -> 439823 (-1.76%)
helped: 2623
HURT: 0

total cycles in shared programs: 84375846 -> 84328296 (-0.06%)
cycles in affected programs: 16964960 -> 16917410 (-0.28%)
helped: 2556
HURT: 41

Unsurprisingly, no changes on later platforms.

v2: Formatting and comment changes suggested by Matt.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Ian Romanick 2016-03-07 10:55:21 -08:00
parent 18c5fa1122
commit 9442db4f89

View file

@ -107,6 +107,26 @@ static const struct nir_shader_compiler_options vector_nir_options = {
*/
.fdot_replicates = true,
/* Prior to Gen6, there are no three source operations for SIMD4x2. */
.lower_flrp = true,
.lower_pack_snorm_2x16 = true,
.lower_pack_unorm_2x16 = true,
.lower_unpack_snorm_2x16 = true,
.lower_unpack_unorm_2x16 = true,
.lower_extract_byte = true,
.lower_extract_word = true,
};
static const struct nir_shader_compiler_options vector_nir_options_gen6 = {
COMMON_OPTIONS,
/* In the vec4 backend, our dpN instruction replicates its result to all the
* components of a vec4. We would like NIR to give us replicated fdot
* instructions because it can optimize better for us.
*/
.fdot_replicates = true,
.lower_pack_snorm_2x16 = true,
.lower_pack_unorm_2x16 = true,
.lower_unpack_snorm_2x16 = true,
@ -159,8 +179,12 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
if (devinfo->gen < 7)
compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
compiler->glsl_compiler_options[i].NirOptions =
is_scalar ? &scalar_nir_options : &vector_nir_options;
if (is_scalar) {
compiler->glsl_compiler_options[i].NirOptions = &scalar_nir_options;
} else {
compiler->glsl_compiler_options[i].NirOptions =
devinfo->gen < 6 ? &vector_nir_options : &vector_nir_options_gen6;
}
compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
}