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nir: Use the flrp lowering pass instead of nir_opt_algebraic
I tried to be very careful while updating all the various drivers, but I don't have any of that hardware for testing. :( i965 is the only platform that sets always_precise = true, and it is only set true for fragment shaders. Gen4 and Gen5 both set lower_flrp32 only for vertex shaders. For fragment shaders, nir_op_flrp is lowered during code generation as a(1-c)+bc. On all other platforms 64-bit nir_op_flrp and on Gen11 32-bit nir_op_flrp are lowered using the old nir_opt_algebraic method. No changes on any other Intel platforms. v2: Add panfrost changes. Iron Lake and GM45 had similar results. (Iron Lake shown) total cycles in shared programs: 188647754 -> 188647748 (<.01%) cycles in affected programs: 5096 -> 5090 (-0.12%) helped: 3 HURT: 0 helped stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2 helped stats (rel) min: 0.12% max: 0.12% x̄: 0.12% x̃: 0.12% Reviewed-by: Matt Turner <mattst88@gmail.com>
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9 changed files with 187 additions and 3 deletions
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@ -124,6 +124,10 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
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bool allow_copies)
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{
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bool progress;
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unsigned lower_flrp =
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(shader->options->lower_flrp16 ? 16 : 0) |
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(shader->options->lower_flrp32 ? 32 : 0) |
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(shader->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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@ -164,6 +168,27 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
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NIR_PASS(progress, shader, nir_opt_peephole_select, 8, true, true);
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NIR_PASS(progress, shader, nir_opt_algebraic);
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NIR_PASS(progress, shader, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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bool lower_flrp_progress;
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NIR_PASS(lower_flrp_progress,
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shader,
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nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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shader->options->lower_ffma);
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if (lower_flrp_progress) {
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NIR_PASS(progress, shader,
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nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, shader, nir_opt_undef);
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NIR_PASS(progress, shader, nir_opt_conditional_discard);
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if (shader->options->max_unroll_iterations) {
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@ -1301,6 +1301,10 @@ void
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v3d_optimize_nir(struct nir_shader *s)
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{
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bool progress;
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unsigned lower_flrp =
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(s->options->lower_flrp16 ? 16 : 0) |
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(s->options->lower_flrp32 ? 32 : 0) |
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(s->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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@ -1316,6 +1320,25 @@ v3d_optimize_nir(struct nir_shader *s)
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NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true);
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NIR_PASS(progress, s, nir_opt_algebraic);
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NIR_PASS(progress, s, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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bool lower_flrp_progress;
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NIR_PASS(lower_flrp_progress, s, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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s->options->lower_ffma);
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if (lower_flrp_progress) {
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NIR_PASS(progress, s, nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, s, nir_opt_undef);
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} while (progress);
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@ -143,9 +143,6 @@ optimizations = [
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(('~flrp', a, b, ('b2f', 'c@1')), ('bcsel', c, b, a), 'options->lower_flrp32'),
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(('~flrp', a, 0.0, c), ('fadd', ('fmul', ('fneg', a), c), a)),
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(('flrp@16', a, b, c), ('fadd', ('fmul', c, ('fsub', b, a)), a), 'options->lower_flrp16'),
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(('flrp@32', a, b, c), ('fadd', ('fmul', c, ('fsub', b, a)), a), 'options->lower_flrp32'),
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(('flrp@64', a, b, c), ('fadd', ('fmul', c, ('fsub', b, a)), a), 'options->lower_flrp64'),
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(('ftrunc', a), ('bcsel', ('flt', a, 0.0), ('fneg', ('ffloor', ('fabs', a))), ('ffloor', ('fabs', a))), 'options->lower_ftrunc'),
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(('ffloor', a), ('fsub', a, ('ffract', a)), 'options->lower_ffloor'),
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(('fadd', a, ('fneg', ('ffract', a))), ('ffloor', a), '!options->lower_ffloor'),
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@ -112,6 +112,11 @@ static void
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ir3_optimize_loop(nir_shader *s)
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{
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bool progress;
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unsigned lower_flrp =
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(s->options->lower_flrp16 ? 16 : 0) |
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(s->options->lower_flrp32 ? 32 : 0) |
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(s->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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@ -135,6 +140,22 @@ ir3_optimize_loop(nir_shader *s)
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progress |= OPT(s, nir_opt_intrinsics);
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progress |= OPT(s, nir_opt_algebraic);
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progress |= OPT(s, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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if (OPT(s, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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s->options->lower_ffma)) {
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OPT(s, nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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progress |= OPT(s, nir_opt_dead_cf);
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if (OPT(s, nir_opt_trivial_continues)) {
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progress |= true;
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@ -885,6 +885,10 @@ static void
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optimise_nir(nir_shader *nir)
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{
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bool progress;
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unsigned lower_flrp =
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(nir->options->lower_flrp16 ? 16 : 0) |
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(nir->options->lower_flrp32 ? 32 : 0) |
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(nir->options->lower_flrp64 ? 64 : 0);
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NIR_PASS(progress, nir, nir_lower_regs_to_ssa);
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NIR_PASS(progress, nir, midgard_nir_lower_fdot2);
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@ -909,6 +913,27 @@ optimise_nir(nir_shader *nir)
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NIR_PASS(progress, nir, nir_opt_peephole_select, 64, false, true);
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NIR_PASS(progress, nir, nir_opt_algebraic);
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NIR_PASS(progress, nir, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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bool lower_flrp_progress;
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NIR_PASS(lower_flrp_progress,
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nir,
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nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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nir->options->lower_ffma);
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if (lower_flrp_progress) {
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NIR_PASS(progress, nir,
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nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, nir, nir_opt_undef);
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NIR_PASS(progress, nir, nir_opt_loop_unroll,
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nir_var_shader_in |
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@ -815,6 +815,11 @@ void
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si_nir_opts(struct nir_shader *nir)
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{
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bool progress;
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unsigned lower_flrp =
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(sel->nir->options->lower_flrp16 ? 16 : 0) |
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(sel->nir->options->lower_flrp32 ? 32 : 0) |
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(sel->nir->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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@ -844,6 +849,25 @@ si_nir_opts(struct nir_shader *nir)
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NIR_PASS(progress, nir, nir_opt_algebraic);
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NIR_PASS(progress, nir, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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bool lower_flrp_progress;
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NIR_PASS(lower_flrp_progress, sel->nir, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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sel->nir->options->lower_ffma);
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if (lower_flrp_progress) {
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NIR_PASS(progress, sel->nir,
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nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, nir, nir_opt_undef);
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NIR_PASS(progress, nir, nir_opt_conditional_discard);
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if (nir->options->max_unroll_iterations) {
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@ -1527,6 +1527,10 @@ static void
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vc4_optimize_nir(struct nir_shader *s)
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{
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bool progress;
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unsigned lower_flrp =
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(s->options->lower_flrp16 ? 16 : 0) |
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(s->options->lower_flrp32 ? 32 : 0) |
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(s->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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@ -1542,6 +1546,24 @@ vc4_optimize_nir(struct nir_shader *s)
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NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true);
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NIR_PASS(progress, s, nir_opt_algebraic);
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NIR_PASS(progress, s, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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bool lower_flrp_progress;
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NIR_PASS(lower_flrp_progress, s, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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s->options->lower_ffma);
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if (lower_flrp_progress) {
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NIR_PASS(progress, s, nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, s, nir_opt_undef);
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NIR_PASS(progress, s, nir_opt_loop_unroll,
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nir_var_shader_in |
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@ -538,6 +538,11 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
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brw_nir_no_indirect_mask(compiler, nir->info.stage);
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bool progress;
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unsigned lower_flrp =
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(nir->options->lower_flrp16 ? 16 : 0) |
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(nir->options->lower_flrp32 ? 32 : 0) |
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(nir->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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OPT(nir_split_array_vars, nir_var_function_temp);
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@ -598,6 +603,24 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
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OPT(nir_opt_idiv_const, 32);
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OPT(nir_opt_algebraic);
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OPT(nir_opt_constant_folding);
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if (lower_flrp != 0) {
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/* To match the old behavior, set always_precise only for scalar
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* shader stages.
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*/
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if (OPT(nir_lower_flrp,
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lower_flrp,
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is_scalar /* always_precise */,
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compiler->devinfo->gen >= 6)) {
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OPT(nir_opt_constant_folding);
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}
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/* Nothing should rematerialize any flrps, so we only need to do this
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* lowering once.
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*/
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lower_flrp = 0;
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}
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OPT(nir_opt_dead_cf);
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if (OPT(nir_opt_trivial_continues)) {
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/* If nir_opt_trivial_continues makes progress, then we need to clean
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@ -304,6 +304,11 @@ void
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st_nir_opts(nir_shader *nir, bool scalar)
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{
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bool progress;
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unsigned lower_flrp =
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(nir->options->lower_flrp16 ? 16 : 0) |
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(nir->options->lower_flrp32 ? 32 : 0) |
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(nir->options->lower_flrp64 ? 64 : 0);
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do {
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progress = false;
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@ -332,6 +337,25 @@ st_nir_opts(nir_shader *nir, bool scalar)
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NIR_PASS(progress, nir, nir_opt_algebraic);
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NIR_PASS(progress, nir, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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bool lower_flrp_progress;
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NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp,
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lower_flrp,
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false /* always_precise */,
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nir->options->lower_ffma);
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if (lower_flrp_progress) {
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NIR_PASS(progress, nir,
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nir_opt_constant_folding);
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progress = true;
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}
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/* Nothing should rematerialize any flrps, so we only need to do this
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* lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, nir, nir_opt_undef);
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NIR_PASS(progress, nir, nir_opt_conditional_discard);
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if (nir->options->max_unroll_iterations) {
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