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This keeps the directory structure a bit more organized: - brw specific code - elk specific code - common NIR passes that could be used in both places It also means that you can now 'git grep' in the brw directory without finding a bunch of elk code, or having to "grep thing b*". Reviewed-by: Dylan Baker <dylan.c.baker@intel.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37755>
115 lines
3.2 KiB
C++
115 lines
3.2 KiB
C++
/*
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* Copyright © 2016 Intel Corporation
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* SPDX-License-Identifier: MIT
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*/
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#include "test_helpers.h"
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#include "brw_builder.h"
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class copy_propagation_test : public brw_shader_pass_test {};
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TEST_F(copy_propagation_test, basic)
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{
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brw_builder bld = make_shader();
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brw_builder exp = make_shader();
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brw_reg v0 = vgrf(bld, exp, BRW_TYPE_F);
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brw_reg v1 = vgrf(bld, exp, BRW_TYPE_F);
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brw_reg v2 = vgrf(bld, exp, BRW_TYPE_F);
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brw_reg v3 = vgrf(bld, exp, BRW_TYPE_F);
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bld.MOV(v0, v2);
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bld.ADD(v1, v0, v3);
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/* Propagation makes ADD use v2 as source. */
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EXPECT_PROGRESS(brw_opt_copy_propagation, bld);
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exp.MOV(v0, v2);
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exp.ADD(v1, v2, v3);
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EXPECT_SHADERS_MATCH(bld, exp);
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}
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TEST_F(copy_propagation_test, maxmax_sat_imm)
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{
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static const struct {
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enum brw_conditional_mod conditional_mod;
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float immediate;
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bool expected_result;
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} test[] = {
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/* conditional mod, imm, expected_result */
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{ BRW_CONDITIONAL_GE , 0.1f, false },
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{ BRW_CONDITIONAL_L , 0.1f, false },
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{ BRW_CONDITIONAL_GE , 0.5f, false },
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{ BRW_CONDITIONAL_L , 0.5f, false },
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{ BRW_CONDITIONAL_GE , 0.9f, false },
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{ BRW_CONDITIONAL_L , 0.9f, false },
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{ BRW_CONDITIONAL_GE , -1.5f, false },
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{ BRW_CONDITIONAL_L , -1.5f, false },
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{ BRW_CONDITIONAL_GE , 1.5f, false },
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{ BRW_CONDITIONAL_L , 1.5f, false },
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{ BRW_CONDITIONAL_NONE, 0.5f, false },
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{ BRW_CONDITIONAL_Z , 0.5f, false },
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{ BRW_CONDITIONAL_NZ , 0.5f, false },
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{ BRW_CONDITIONAL_G , 0.5f, false },
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{ BRW_CONDITIONAL_LE , 0.5f, false },
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{ BRW_CONDITIONAL_R , 0.5f, false },
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{ BRW_CONDITIONAL_O , 0.5f, false },
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{ BRW_CONDITIONAL_U , 0.5f, false },
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};
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for (unsigned i = 0; i < ARRAY_SIZE(test); i++) {
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brw_builder bld = make_shader();
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enum brw_conditional_mod cmod = test[i].conditional_mod;
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brw_reg imm = brw_imm_f(test[i].immediate);
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brw_reg v0 = bld.vgrf(BRW_TYPE_F);
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brw_reg v1 = bld.vgrf(BRW_TYPE_F);
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brw_reg v2 = bld.vgrf(BRW_TYPE_F);
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bld.MOV(v0, v1)->saturate = true;
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bld.SEL(v2, v0, imm)->conditional_mod = cmod;
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EXPECT_PROGRESS_RESULT(test[i].expected_result,
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brw_opt_copy_propagation, bld);
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}
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}
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TEST_F(copy_propagation_test, mixed_integer_sign)
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{
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brw_builder bld = make_shader();
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brw_builder exp = make_shader();
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brw_reg v0 = vgrf(bld, exp, BRW_TYPE_UD);
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brw_reg v1 = vgrf(bld, exp, BRW_TYPE_D);
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brw_reg v2 = vgrf(bld, exp, BRW_TYPE_UD);
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brw_reg v3 = vgrf(bld, exp, BRW_TYPE_UD);
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brw_reg v4 = vgrf(bld, exp, BRW_TYPE_UD);
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bld.MOV(v1, v0);
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bld.BFE(v2, v3, v4, retype(v1, BRW_TYPE_UD));
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/* Propagation makes BFE use v0 as source. */
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EXPECT_PROGRESS(brw_opt_copy_propagation, bld);
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exp.MOV(v1, v0);
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exp.BFE(v2, v3, v4, v0);
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EXPECT_SHADERS_MATCH(bld, exp);
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}
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TEST_F(copy_propagation_test, mixed_integer_sign_with_vector_imm)
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{
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brw_builder bld = make_shader();
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brw_reg v0 = bld.vgrf(BRW_TYPE_W);
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brw_reg v1 = bld.vgrf(BRW_TYPE_UD);
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brw_reg v2 = bld.vgrf(BRW_TYPE_UD);
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bld.MOV(v0, brw_imm_uv(0xffff));
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bld.ADD(v1, v2, retype(v0, BRW_TYPE_UW));
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EXPECT_NO_PROGRESS(brw_opt_copy_propagation, bld);
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}
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