etnaviv: nir: do not run opt loop after nir_lower_bool_xxx(..)

Running the optimizations after bool to float/int lowering is not going
to work. Large portions of NIR are likely to blow up if they see
floats/ints in weird places. Most of the bool->float/int conversions
are direct instruction substitutions and it's not going to leave a lot
of garbage around to optimize.

Fixes nir.h:261: nir_const_value_as_bool: Assertion `i == 0 || i == -1' failed
dEQP-GLES2.functional.shaders.loops.while_constant_iterations.no_iterations_vertex

Here are shader-db results for GC2000:

instructions HURT:   shaders/tesseract/488.shader_test FRAG:           516 -> 524 (1.55%)
instructions HURT:   shaders/tesseract/491.shader_test FRAG:           248 -> 260 (4.84%)
instructions HURT:   shaders/tesseract/494.shader_test FRAG:           244 -> 256 (4.92%)
instructions HURT:   shaders/tesseract/238.shader_test FRAG:           232 -> 244 (5.17%)
instructions HURT:   shaders/tesseract/241.shader_test FRAG:           232 -> 244 (5.17%)
instructions HURT:   shaders/tesseract/127.shader_test FRAG:           76 -> 80 (5.26%)
instructions HURT:   shaders/tesseract/130.shader_test FRAG:           148 -> 156 (5.41%)
instructions HURT:   shaders/tesseract/226.shader_test FRAG:           192 -> 204 (6.25%)
instructions HURT:   shaders/tesseract/229.shader_test FRAG:           192 -> 204 (6.25%)
instructions HURT:   shaders/tesseract/217.shader_test FRAG:           152 -> 164 (7.89%)
instructions HURT:   shaders/tesseract/214.shader_test FRAG:           152 -> 164 (7.89%)
instructions HURT:   shaders/tesseract/205.shader_test FRAG:           112 -> 124 (10.71%)
instructions HURT:   shaders/tesseract/202.shader_test FRAG:           112 -> 124 (10.71%)
instructions HURT:   shaders/tesseract/169.shader_test FRAG:           32 -> 36 (12.50%)
instructions HURT:   shaders/tesseract/166.shader_test FRAG:           32 -> 36 (12.50%)
instructions HURT:   shaders/deqp_gles3/61312.shader_test FRAG:        448 -> 508 (13.39%)
instructions HURT:   shaders/deqp_gles3/61309.shader_test FRAG:        448 -> 508 (13.39%)
instructions HURT:   shaders/deqp_gles3/61324.shader_test FRAG:        448 -> 508 (13.39%)
instructions HURT:   shaders/tesseract/118.shader_test FRAG:           28 -> 32 (14.29%)
instructions HURT:   shaders/tesseract/181.shader_test FRAG:           52 -> 60 (15.38%)
instructions HURT:   shaders/tesseract/178.shader_test FRAG:           52 -> 60 (15.38%)
instructions HURT:   shaders/tesseract/121.shader_test FRAG:           52 -> 60 (15.38%)
instructions HURT:   shaders/tesseract/193.shader_test FRAG:           72 -> 84 (16.67%)
instructions HURT:   shaders/tesseract/190.shader_test FRAG:           72 -> 84 (16.67%)

total instructions in shared programs: 64220 -> 64572 (0.55%)
instructions in affected programs: 4924 -> 5276 (7.15%)
helped: 5
HURT: 24
helped stats (abs) min: 4 max: 8 x̄: 5.60 x̃: 4
helped stats (rel) min: 4.35% max: 5.41% x̄: 4.72% x̃: 4.35%
HURT stats (abs)   min: 4 max: 60 x̄: 15.83 x̃: 12
HURT stats (rel)   min: 1.55% max: 16.67% x̄: 10.04% x̃: 10.71%
95% mean confidence interval for instructions value: 5.39 18.89
95% mean confidence interval for instructions %-change: 4.81% 10.18%
Instructions are HURT.

total temps in shared programs: 2514 -> 2512 (-0.08%)
temps in affected programs: 9 -> 7 (-22.22%)
helped: 2
HURT: 0

Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7624>
(cherry picked from commit 9b6516ac24)
This commit is contained in:
Christian Gmeiner 2020-11-15 11:56:23 +01:00 committed by Dylan Baker
parent 35c46bcf0b
commit b14fd0d92d
2 changed files with 1 additions and 3 deletions

View file

@ -2209,7 +2209,7 @@
"description": "etnaviv: nir: do not run opt loop after nir_lower_bool_xxx(..)",
"nominated": true,
"nomination_type": 0,
"resolution": 0,
"resolution": 1,
"master_sha": null,
"because_sha": null
},

View file

@ -1117,8 +1117,6 @@ etna_compile_shader_nir(struct etna_shader_variant *v)
NIR_PASS_V(s, nir_lower_bool_to_int32);
}
etna_optimize_loop(s);
if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS))
nir_print_shader(s, stdout);