ir3: Use the new NIR lowering pass for integer multiplication

Shader-db stats courtesy of Eric Anholt:

total instructions in shared programs: 6480215 -> 6475457 (-0.07%)
instructions in affected programs: 662105 -> 657347 (-0.72%)
helped: 1209
HURT: 13
total constlen in shared programs: 1432704 -> 1427769 (-0.34%)
constlen in affected programs: 100063 -> 95128 (-4.93%)
helped: 512
HURT: 0
total max_sun in shared programs: 875561 -> 873387 (-0.25%)
max_sun in affected programs: 46179 -> 44005 (-4.71%)
helped: 1087
HURT: 0

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Eduardo Lima Mitev 2019-05-13 00:33:57 +02:00
parent 340277ad71
commit c02ffd2700
2 changed files with 16 additions and 17 deletions

View file

@ -542,23 +542,6 @@ emit_alu(struct ir3_context *ctx, nir_alu_instr *alu)
case nir_op_umin:
dst[0] = ir3_MIN_U(b, src[0], 0, src[1], 0);
break;
case nir_op_imul:
if (bs[0] > 16 || bs[1] > 16) {
/*
* dst = (al * bl) + (ah * bl << 16) + (al * bh << 16)
* mull.u tmp0, a, b ; mul low, i.e. al * bl
* madsh.m16 tmp1, a, b, tmp0 ; mul-add shift high mix,
* ; i.e. ah * bl << 16
* madsh.m16 dst, b, a, tmp1 ; i.e. al * bh << 16
*/
dst[0] = ir3_MADSH_M16(b, src[1], 0, src[0], 0,
ir3_MADSH_M16(b, src[0], 0, src[1], 0,
ir3_MULL_U(b, src[0], 0,
src[1], 0), 0), 0);
} else {
dst[0] = ir3_MUL_S(b, src[0], 0, src[1], 0);
}
break;
case nir_op_umul_low:
dst[0] = ir3_MULL_U(b, src[0], 0, src[1], 0);
break;

View file

@ -84,6 +84,22 @@ ir3_context_init(struct ir3_compiler *compiler,
*/
NIR_PASS_V(ctx->s, nir_lower_bool_to_int32);
NIR_PASS_V(ctx->s, nir_lower_locals_to_regs);
/* We want to lower nir_op_imul as late as possible, to catch also
* those generated by earlier passes (e.g, nir_lower_locals_to_regs).
* However, we want a final swing of a few passes to have a chance
* at optimizing the result.
*/
bool progress;
NIR_PASS(progress, ctx->s, ir3_nir_lower_imul);
if (progress) {
NIR_PASS_V(ctx->s, nir_opt_algebraic);
NIR_PASS_V(ctx->s, nir_opt_copy_prop_vars);
NIR_PASS_V(ctx->s, nir_opt_dead_write_vars);
NIR_PASS_V(ctx->s, nir_opt_dce);
NIR_PASS_V(ctx->s, nir_opt_constant_folding);
}
NIR_PASS_V(ctx->s, nir_convert_from_ssa, true);
if (ir3_shader_debug & IR3_DBG_DISASM) {