Instead of having functions to add values and set various things, we just
have a function that does a few asserts and then returns the value. The
caller is then responsible for setting the various fields.
Previously, this case was being handled in match_expression prior to
calling match_value. However, there is really no good reason for this
given that match_value has all of the information it needs. Also, they
weren't being handled properly in the commutative case and putting it in
match_value gives us that for free.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
This commit switches us from the current setup of using hash sets for
use/def sets to using linked lists. Doing so should save us quite a bit of
memory because we aren't carrying around 3 hash sets per register and 2 per
SSA value. It should also save us CPU time because adding/removing things
from use/def sets is 4 pointer manipulations instead of a hash lookup.
Running shader-db 50 times with USE_NIR=0, NIR, and NIR + use/def lists:
GLSL IR Only: 586.4 +/- 1.653833
NIR with hash sets: 675.4 +/- 2.502108
NIR + use/def lists: 641.2 +/- 1.557043
I also ran a memory usage experiment with Ken's patch to delete GLSL IR and
keep NIR. This patch cuts an aditional 42.9 MiB of ralloc'd memory over
and above what we gained by deleting the GLSL IR on the same dota trace.
On the code complexity side of things, some things are now much easier and
others are a bit harder. One of the operations we perform constantly in
optimization passes is to replace one source with another. Due to the fact
that an instruction can use the same SSA value multiple times, we had to
iterate through the sources of the instruction and determine if the use we
were replacing was the only one before removing it from the set of uses.
With this patch, uses are per-source not per-instruction so we can just
remove it safely. On the other hand, trying to iterate over all of the
instructions that use a given value is more difficult. Fortunately, the
two places we do that are the ffma peephole where it doesn't matter and GCM
where we already gracefully handle duplicates visits to an instruction.
Another aspect here is that using linked lists in this way can be tricky to
get right. With sets, things were quite forgiving and the worst that
happened if you didn't properly remove a use was that it would get caught
in the validator. With linked lists, it can lead to linked list corruption
which can be harder to track. However, we do just as much validation of
the linked lists as we did of the sets so the validator should still catch
these problems. While working on this series, the vast majority of the
bugs I had to fix were caught by assertions. I don't think the lists are
going to be that much worse than the sets.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
We were rolling our own rewrite_src variant in copy-propagation. Let's
stop doing that and use the ones in core NIR.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
The out-of-SSA pass was one of the first passes written when getting SSA
up-and-going (for obvious reasons). As such, it came before a lot of the
nifty SSA-based helpers were introduced. This commit modernizes it so that
we're no longer doing nearly as much manual banging on use/def sets.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Nothing produces it, and nothing can consume it.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
All paths that produce GLSL IR for NIR lower ir_unop_log. All paths
that consume NIR will explode if they geta nir_op_flog.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
Nothing produces it, and nothing can consume it.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
All paths that produce GLSL IR for NIR lower ir_unop_exp. All paths
that consume NIR will explode if they geta nir_op_fexp.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
The spec is vague all over the place about this, but this seems
to be the intent, we can probably make this optional later if
someone makes hw that cares and writes a driver.
Basically we need to double count some of the d types but
only for totalling not for slot number assignment.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
instead of doing the attempts at dual slot handling here,
let the backend do it.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Just more boilerplate stuff.
v2:
bad fallthrough on versioning,
this is my ugly but self contained solution (Ian)
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
... and (a >= c) || (b >= c) as max(a, b) >= c.
Similar to commit 97e6c1b9.
total instructions in shared programs: 6182276 -> 6182180 (-0.00%)
instructions in affected programs: 6400 -> 6304 (-1.50%)
helped: 68
HURT: 4
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
No changes, but does prevent some regressions in the next commit.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
Helps the same set of programs as the previous commit.
instructions in affected programs: 4490 -> 4346 (-3.21%)
helped: 8
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
Four shaders in Unreal 4's Sun Temple are helped, and gain SIMD16
because we avoid an integer multiplication.
instructions in affected programs: 2353 -> 2245 (-4.59%)
helped: 4
GAINED: 4
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
Refactoring done on active attribute queries did not take in to
account special built-in inputs for the vertex stage. This commit
sets them referenced by vertex stage so that they get enumerated
properly.
Fixes Piglit test 'get-active-attrib-returns-all-inputs' failure.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90243
Acked-by: Jose Fonseca <jfonseca@vmware.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-By: Martin Peres <martin.peres@linux.intel.com>
Commit 7e414b5864 broke the gl_FragData array
into separate gl_FragData[i] variables, so drivers can eliminate useless
writes to gl_FragData improving their performance.
The problem occurs when GLSL IR code is linked in the following case:
* The FS output variable base data type does not match gl_FragData one (float
vector)
* The FS output variable is replaced by gl_out_FragDataX because of commit
7e414b5864 with X from 0 to GL_MAX_DRAW_BUFFERS.
Then the FS output variable base data type is lost in the resulting GLSL IR,
making that the driver does a wrong assignment to gl_out_FragData components
because of unmatching data types.
This patch reverts the fragdata array lowering when the output var base data type
doesn't match gl_out_FragData, i.e., when output variable base data type is
not a float or a float vector.
This patch fixes 250 dEQP tests (tested in an Intel Haswell machine)
dEQP-GLES3.functional.fragment_out.random.* (22 failed tests)
dEQP-GLES3.functional.fragment_out.array.uint.* (120 failed tests)
dEQP-GLES3.functional.fragment_out.array.int.* (108 failed tests)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>