mesa/src/intel/compiler/test_opt_copy_propagation.cpp
Caio Oliveira 91feef40db
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brw: Simplify the test code for brw passes
The key change is to use a builder to write the expected shader result
and compare that.  To make this less error prone, a few helper functions
were added

- a way to allocate VGRFs from both shaders in parallel, that way the
  same brw_reg can be used in both of them;
- assertions that a pass will make progress or not, and proper output
  when the unexpected happens;
- use a common brw_shader_pass_test class so to collect some of the helpers;
- make some helpers work directly with builder.

The idea is to improve the signal in tests, so that the disasm comments
are not necessary anymore.  For example

```
TEST_F(saturate_propagation_test, basic)
{
   brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
   brw_reg src0 = bld.vgrf(BRW_TYPE_F);
   brw_reg src1 = bld.vgrf(BRW_TYPE_F);
   brw_reg dst0 = bld.ADD(src0, src1);
   set_saturate(true, bld.MOV(dst1, dst0));

   /* = Before =
    *
    * 0: add(16)       dst0  src0  src1
    * 1: mov.sat(16)   dst1  dst0
    *
    * = After =
    * 0: add.sat(16)   dst0  src0  src1
    * 1: mov(16)       dst1  dst0
    */

   brw_calculate_cfg(*v);
   bblock_t *block0 = v->cfg->blocks[0];

   EXPECT_EQ(0, block0->start_ip);
   EXPECT_EQ(1, block0->end_ip);

   EXPECT_TRUE(saturate_propagation(v));
   EXPECT_EQ(0, block0->start_ip);
   EXPECT_EQ(1, block0->end_ip);
   EXPECT_EQ(BRW_OPCODE_ADD, instruction(block0, 0)->opcode);
   EXPECT_TRUE(instruction(block0, 0)->saturate);
   EXPECT_EQ(BRW_OPCODE_MOV, instruction(block0, 1)->opcode);
   EXPECT_FALSE(instruction(block0, 1)->saturate);
}
```

becomes

```
TEST_F(saturate_propagation_test, basic)
{
   brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
   brw_builder exp = make_shader(MESA_SHADER_FRAGMENT, 16);

   brw_reg dst0 = vgrf(bld, exp, BRW_TYPE_F);
   brw_reg dst1 = vgrf(bld, exp, BRW_TYPE_F);
   brw_reg src0 = vgrf(bld, exp, BRW_TYPE_F);
   brw_reg src1 = vgrf(bld, exp, BRW_TYPE_F);

   bld.ADD(dst0, src0, src1);
   bld.MOV(dst1, dst0)->saturate = true;

   EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);

   exp.ADD(dst0, src0, src1)->saturate = true;
   exp.MOV(dst1, dst0);

   EXPECT_SHADERS_MATCH(bld, exp);
}
```

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33936>
2025-03-13 17:43:17 +00:00

115 lines
3.2 KiB
C++

/*
* Copyright © 2016 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "test_helpers.h"
#include "brw_builder.h"
class copy_propagation_test : public brw_shader_pass_test {};
TEST_F(copy_propagation_test, basic)
{
brw_builder bld = make_shader();
brw_builder exp = make_shader();
brw_reg v0 = vgrf(bld, exp, BRW_TYPE_F);
brw_reg v1 = vgrf(bld, exp, BRW_TYPE_F);
brw_reg v2 = vgrf(bld, exp, BRW_TYPE_F);
brw_reg v3 = vgrf(bld, exp, BRW_TYPE_F);
bld.MOV(v0, v2);
bld.ADD(v1, v0, v3);
/* Propagation makes ADD use v2 as source. */
EXPECT_PROGRESS(brw_opt_copy_propagation, bld);
exp.MOV(v0, v2);
exp.ADD(v1, v2, v3);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(copy_propagation_test, maxmax_sat_imm)
{
static const struct {
enum brw_conditional_mod conditional_mod;
float immediate;
bool expected_result;
} test[] = {
/* conditional mod, imm, expected_result */
{ BRW_CONDITIONAL_GE , 0.1f, false },
{ BRW_CONDITIONAL_L , 0.1f, false },
{ BRW_CONDITIONAL_GE , 0.5f, false },
{ BRW_CONDITIONAL_L , 0.5f, false },
{ BRW_CONDITIONAL_GE , 0.9f, false },
{ BRW_CONDITIONAL_L , 0.9f, false },
{ BRW_CONDITIONAL_GE , -1.5f, false },
{ BRW_CONDITIONAL_L , -1.5f, false },
{ BRW_CONDITIONAL_GE , 1.5f, false },
{ BRW_CONDITIONAL_L , 1.5f, false },
{ BRW_CONDITIONAL_NONE, 0.5f, false },
{ BRW_CONDITIONAL_Z , 0.5f, false },
{ BRW_CONDITIONAL_NZ , 0.5f, false },
{ BRW_CONDITIONAL_G , 0.5f, false },
{ BRW_CONDITIONAL_LE , 0.5f, false },
{ BRW_CONDITIONAL_R , 0.5f, false },
{ BRW_CONDITIONAL_O , 0.5f, false },
{ BRW_CONDITIONAL_U , 0.5f, false },
};
for (unsigned i = 0; i < ARRAY_SIZE(test); i++) {
brw_builder bld = make_shader();
enum brw_conditional_mod cmod = test[i].conditional_mod;
brw_reg imm = brw_imm_f(test[i].immediate);
brw_reg v0 = bld.vgrf(BRW_TYPE_F);
brw_reg v1 = bld.vgrf(BRW_TYPE_F);
brw_reg v2 = bld.vgrf(BRW_TYPE_F);
bld.MOV(v0, v1)->saturate = true;
bld.SEL(v2, v0, imm)->conditional_mod = cmod;
EXPECT_PROGRESS_RESULT(test[i].expected_result,
brw_opt_copy_propagation, bld);
}
}
TEST_F(copy_propagation_test, mixed_integer_sign)
{
brw_builder bld = make_shader();
brw_builder exp = make_shader();
brw_reg v0 = vgrf(bld, exp, BRW_TYPE_UD);
brw_reg v1 = vgrf(bld, exp, BRW_TYPE_D);
brw_reg v2 = vgrf(bld, exp, BRW_TYPE_UD);
brw_reg v3 = vgrf(bld, exp, BRW_TYPE_UD);
brw_reg v4 = vgrf(bld, exp, BRW_TYPE_UD);
bld.MOV(v1, v0);
bld.BFE(v2, v3, v4, retype(v1, BRW_TYPE_UD));
/* Propagation makes BFE use v0 as source. */
EXPECT_PROGRESS(brw_opt_copy_propagation, bld);
exp.MOV(v1, v0);
exp.BFE(v2, v3, v4, v0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(copy_propagation_test, mixed_integer_sign_with_vector_imm)
{
brw_builder bld = make_shader();
brw_reg v0 = bld.vgrf(BRW_TYPE_W);
brw_reg v1 = bld.vgrf(BRW_TYPE_UD);
brw_reg v2 = bld.vgrf(BRW_TYPE_UD);
bld.MOV(v0, brw_imm_uv(0xffff));
bld.ADD(v1, v2, retype(v0, BRW_TYPE_UW));
EXPECT_NO_PROGRESS(brw_opt_copy_propagation, bld);
}