There are several passes where we need to specify some set of variable
modes that the pass needs top operate on. This lets us easily do that.
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Dolphin uses them a lot. Range tracking would be better in the long term,
but this two lines works fine for now.
Signed-off-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Some passes may not refer to options->..., at which point the compiler
will warn about an unused variable. Just cast to void unconditionally
to shut it up.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Many shaders contain expression trees of the form:
const_1 * (value * const_2)
Reorganizing these to
(const_1 * const_2) * value
will allow constant folding to combine the constants. Sometimes, these
constants are 2 and 0.5, so we can remove a multiply altogether. Other
times, it can create more immediate constants, which can actually hurt.
Finding a good balance here is tricky. While much more could be done,
this simple patch seems to have a lot of positive benefit while having
a low downside.
shader-db results on Broadwell:
total instructions in shared programs: 8963768 -> 8961369 (-0.03%)
instructions in affected programs: 438318 -> 435919 (-0.55%)
helped: 1502
HURT: 245
total cycles in shared programs: 71527354 -> 71421516 (-0.15%)
cycles in affected programs: 11541788 -> 11435950 (-0.92%)
helped: 3445
HURT: 1224
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
No longer used as of last commit.
v2: Rebase.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2:
- Squash the printing doubles related patches into one patch (Sam).
v3:
- Print using PRIx64 format: long is 32-bit on some 32-bit platforms but long
long is basically always 64-bit (Jason).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2:
- Make the users to give the right bit_sizes as arguments (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
%ld and %lu aren't the right format specifiers for int64_t and uint64_t
on 32-bit (x86) systems. They're %zu on Linux and %Iu on Windows.
Use the standard C99 macros in hopes that they work everywhere.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
In the first pass of implementing exact handling, I made a mistake with
search-and-replace. In particular, we only reallly handled exact/inexact
on the root of the tree. Instead, we need to check every node in the tree
for an exact/inexact match. As an example of this, consider the following
GLSL code
precise float a = b + c;
if (a < 0) {
do_stuff();
}
In that case, only the add will be declared "exact" and an expression that
looks for "b + c < 0" will still match and replace it with "b < -c" which
may yield different results. The solution is to simply bail if any of the
values are exact when matching an inexact expression.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Oddly, this did not affect the shader where I first noticed the pattern.
That particular shader doesn't get its if-statement converted to a bcsel
because there are two assignments in the else-statement. This led to me
submitting https://bugs.freedesktop.org/show_bug.cgi?id=94747.
shader-db results:
Sandy Bridge
total instructions in shared programs: 8467384 -> 8467069 (-0.00%)
instructions in affected programs: 36594 -> 36279 (-0.86%)
helped: 46
HURT: 0
total cycles in shared programs: 117573448 -> 117568518 (-0.00%)
cycles in affected programs: 339114 -> 334184 (-1.45%)
helped: 46
HURT: 0
Ivy Bridge / Haswell / Broadwell / Skylake:
total instructions in shared programs: 7774258 -> 7773999 (-0.00%)
instructions in affected programs: 30874 -> 30615 (-0.84%)
helped: 46
HURT: 0
total cycles in shared programs: 65739190 -> 65734530 (-0.01%)
cycles in affected programs: 180380 -> 175720 (-2.58%)
helped: 45
HURT: 1
No change on G45 or Ironlake.
I also tried these expressions, but none of them affected any shaders in
shader-db:
(('bcsel', a, 'a@bool', 'b@bool'), ('ior', a, b)),
(('bcsel', a, 'b@bool', False), ('iand', a, b)),
(('bcsel', a, 'b@bool', 'a@bool'), ('iand', a, b)),
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, the pass assumed that the entrypoint would be whatever function
happened to have the name "main". We really shouldn't trust in the
function names.
Reviewed-by: Rob Clark <robdclark@gmail.com>
This commit adds a NIR pass for lowering away returns in functions. If the
return is in a loop, it is lowered to a break. If it is not in a loop,
it's lowered away by moving/deleting code as needed.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>