nir/loop_analyze: Fix get_iteration for nir_op_ine

I discovered this problem because adding an algebraic transformation to
convert some uge and ult to ieq or ine caused a couple loops to stop
unrolling. Consider the loop:

    uint i = 0;
    while (true) {
       if (i >= 1)
          break;

       i++;
    }

This loop clearly executes exactly one time. Note that uge(x, 1) is
equivalent to ine(x, 0). Changing the condition to 'if (i != 0)' will
also execute exactly one time.

In the added test cases, uge_once correctly get an exact loop trip count
of 1. Without the changes to nir_loop_analyze.c, the ine_once case
detects a maximum loop trip count of zero and does not get an exact loop
trip count.

No changes in shader-db or fossil-db.

v2: Move nir_op_fneu changes to a separate commit.

v3: Rename test cases.

Fixes: 6772a17acc ("nir: Add a loop analysis pass")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19732>
This commit is contained in:
Ian Romanick 2021-08-09 15:05:33 -07:00 committed by Marge Bot
parent dbad33da16
commit d9f014401b
2 changed files with 278 additions and 1 deletions

View file

@ -754,10 +754,17 @@ get_iteration(nir_op cond_op, nir_const_value initial, nir_const_value step,
nir_const_value span, iter;
switch (cond_op) {
case nir_op_ine:
/* In order for execution to be here, limit must be the same as initial.
* Otherwise will_break_on_first_iteration would have returned false.
* If step is zero, the loop is infinite. Otherwise the loop will
* execute once.
*/
return step.u64 == 0 ? -1 : 1;
case nir_op_ige:
case nir_op_ilt:
case nir_op_ieq:
case nir_op_ine:
span = eval_const_binop(nir_op_isub, bit_size, limit, initial,
execution_mode);
iter = eval_const_binop(nir_op_idiv, bit_size, span, step,

View file

@ -232,3 +232,273 @@ TEST_F(nir_loop_analyze_test, zero_iterations_ine)
EXPECT_EQ(0, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_uge)
{
/* Create IR:
*
* uint i = 0;
* while (true) {
* if (i >= 1)
* break;
*
* i++;
* }
*/
nir_ssa_def *ssa_0 = nir_imm_int(&b, 0);
nir_ssa_def *ssa_1 = nir_imm_int(&b, 1);
nir_phi_instr *const phi = nir_phi_instr_create(b.shader);
nir_loop *loop = nir_push_loop(&b);
{
nir_ssa_dest_init(&phi->instr, &phi->dest,
ssa_0->num_components, ssa_0->bit_size,
NULL);
nir_phi_instr_add_src(phi, ssa_0->parent_instr->block,
nir_src_for_ssa(ssa_0));
nir_ssa_def *ssa_4 = &phi->dest.ssa;
nir_ssa_def *ssa_2 = nir_uge(&b, ssa_4, ssa_1);
nir_if *nif = nir_push_if(&b, ssa_2);
{
nir_jump_instr *jump = nir_jump_instr_create(b.shader, nir_jump_break);
nir_builder_instr_insert(&b, &jump->instr);
}
nir_pop_if(&b, nif);
nir_ssa_def *ssa_3 = nir_iadd(&b, ssa_4, ssa_1);
nir_phi_instr_add_src(phi, ssa_3->parent_instr->block,
nir_src_for_ssa(ssa_3));
}
nir_pop_loop(&b, loop);
b.cursor = nir_before_block(nir_loop_first_block(loop));
nir_builder_instr_insert(&b, &phi->instr);
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_4 = phi block_0: ssa_0, block_4: ssa_3
* vec1 1 ssa_2 = uge ssa_4, ssa_1
* // succs: block_2 block_3
* if ssa_2 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_3 = iadd ssa_4, ssa_1
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_ine)
{
/* Create IR:
*
* uint i = 0;
* while (true) {
* if (i != 0)
* break;
*
* i++;
* }
*/
nir_ssa_def *ssa_0 = nir_imm_int(&b, 0);
nir_ssa_def *ssa_1 = nir_imm_int(&b, 1);
nir_phi_instr *const phi = nir_phi_instr_create(b.shader);
nir_loop *loop = nir_push_loop(&b);
{
nir_ssa_dest_init(&phi->instr, &phi->dest,
ssa_0->num_components, ssa_0->bit_size,
NULL);
nir_phi_instr_add_src(phi, ssa_0->parent_instr->block,
nir_src_for_ssa(ssa_0));
nir_ssa_def *ssa_4 = &phi->dest.ssa;
nir_ssa_def *ssa_2 = nir_ine(&b, ssa_4, ssa_0);
nir_if *nif = nir_push_if(&b, ssa_2);
{
nir_jump_instr *jump = nir_jump_instr_create(b.shader, nir_jump_break);
nir_builder_instr_insert(&b, &jump->instr);
}
nir_pop_if(&b, nif);
nir_ssa_def *ssa_3 = nir_iadd(&b, ssa_4, ssa_1);
nir_phi_instr_add_src(phi, ssa_3->parent_instr->block,
nir_src_for_ssa(ssa_3));
}
nir_pop_loop(&b, loop);
b.cursor = nir_before_block(nir_loop_first_block(loop));
nir_builder_instr_insert(&b, &phi->instr);
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_4 = phi block_0: ssa_0, block_4: ssa_3
* vec1 1 ssa_2 = ine ssa_4, ssa_0
* // succs: block_2 block_3
* if ssa_2 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_3 = iadd ssa_4, ssa_1
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_ieq)
{
/* Create IR:
*
* uint i = 0;
* while (true) {
* if (i == 1)
* break;
*
* i++;
* }
*/
nir_ssa_def *ssa_0 = nir_imm_int(&b, 0);
nir_ssa_def *ssa_1 = nir_imm_int(&b, 1);
nir_phi_instr *const phi = nir_phi_instr_create(b.shader);
nir_loop *loop = nir_push_loop(&b);
{
nir_ssa_dest_init(&phi->instr, &phi->dest,
ssa_0->num_components, ssa_0->bit_size,
NULL);
nir_phi_instr_add_src(phi, ssa_0->parent_instr->block,
nir_src_for_ssa(ssa_0));
nir_ssa_def *ssa_4 = &phi->dest.ssa;
nir_ssa_def *ssa_2 = nir_ieq(&b, ssa_4, ssa_1);
nir_if *nif = nir_push_if(&b, ssa_2);
{
nir_jump_instr *jump = nir_jump_instr_create(b.shader, nir_jump_break);
nir_builder_instr_insert(&b, &jump->instr);
}
nir_pop_if(&b, nif);
nir_ssa_def *ssa_3 = nir_iadd(&b, ssa_4, ssa_1);
nir_phi_instr_add_src(phi, ssa_3->parent_instr->block,
nir_src_for_ssa(ssa_3));
}
nir_pop_loop(&b, loop);
b.cursor = nir_before_block(nir_loop_first_block(loop));
nir_builder_instr_insert(&b, &phi->instr);
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_4 = phi block_0: ssa_0, block_4: ssa_3
* vec1 1 ssa_2 = ine ssa_4, ssa_0
* // succs: block_2 block_3
* if ssa_2 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_3 = iadd ssa_4, ssa_1
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}