mesa/src/intel/compiler/test_opt_saturate_propagation.cpp
Ian Romanick 991a2f510b brw/sat: Eliminate non-defs saturate propagation
The intervening_saturating_copy test is removed. The defs version of the
pass does not handle this case. It should not occur often in practice
anyway. Copy propagation and brw_nir_opt_fsat should prevent this
scenario from happening.

No shader-db changes on any Intel platform.

fossil-db:

All Intel platforms had similar results. (Lunar Lake shown)
Totals:
Instrs: 212677275 -> 212677278 (+0.00%)
Cycle count: 30466062848 -> 30466056040 (-0.00%)

Totals from 1 (0.00% of 706300) affected shaders:
Instrs: 1343 -> 1346 (+0.22%)
Cycle count: 411664 -> 404856 (-1.65%)

v2: Stop counting ip. The non-defs part of the pass was the only thing
that used it.

v3: Also delete "if (block != def->block) continue;" code. I noticed
this while working on some other changes to this function. It's the last
thing in the loop, so it's totally useless. Delete some other spurious
continues too.

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> [v2]
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31497>
2025-04-04 06:45:02 +00:00

354 lines
11 KiB
C++

/*
* Copyright © 2015 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#include "test_helpers.h"
#include "brw_builder.h"
class saturate_propagation_test : public brw_shader_pass_test {};
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, bld.LOAD_REG(src0), bld.LOAD_REG(src1));
bld.MOV(dst1, dst0)->saturate = true;
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
exp.ADD(dst0, exp.LOAD_REG(src0), exp.LOAD_REG(src1))->saturate = true;
exp.MOV(dst1, dst0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, other_non_saturated_use)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg dst2 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld.ADD(dst0, src0, src1);
bld.MOV(dst1, dst0)->saturate = true;
bld.ADD(dst2, dst0, src0);
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, predicated_instruction)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld.ADD(dst0, src0, src1)->predicate = BRW_PREDICATE_NORMAL;
bld.MOV(dst1, dst0)->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, neg_mov_sat)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg dst0 = bld.RNDU(src0);
dst0.negate = true;
set_saturate(true, bld.MOV(dst1, dst0));
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, add_neg_mov_sat)
{
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, bld.LOAD_REG(src0), bld.LOAD_REG(src1));
bld.MOV(dst1, negate(dst0))->saturate = true;
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
exp.ADD(dst0, negate(exp.LOAD_REG(src0)), negate(exp.LOAD_REG(src1)))->saturate = true;
exp.MOV(dst1, dst0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, add_imm_float_neg_mov_sat)
{
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);
bld.ADD(dst0, bld.LOAD_REG(src0), brw_imm_f(1.0f));
bld.MOV(dst1, negate(dst0))->saturate = true;
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
exp.ADD(dst0, negate(exp.LOAD_REG(src0)), brw_imm_f(-1.0f))->saturate = true;
exp.MOV(dst1, dst0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, mul_neg_mov_sat)
{
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.MUL(dst0, bld.LOAD_REG(src0), bld.LOAD_REG(src1));
bld.MOV(dst1, negate(dst0))->saturate = true;
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
exp.MUL(dst0, negate(exp.LOAD_REG(src0)), exp.LOAD_REG(src1))->saturate = true;
exp.MOV(dst1, dst0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, mad_neg_mov_sat)
{
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);
brw_reg src2 = vgrf(bld, exp, BRW_TYPE_F);
bld.MAD(dst0, bld.LOAD_REG(src0), bld.LOAD_REG(src1), bld.LOAD_REG(src2));
bld.MOV(dst1, negate(dst0))->saturate = true;
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
exp.MAD(dst0, negate(exp.LOAD_REG(src0)), negate(exp.LOAD_REG(src1)), exp.LOAD_REG(src2))->saturate = true;
exp.MOV(dst1, dst0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, mad_imm_float_neg_mov_sat)
{
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 src2 = vgrf(bld, exp, BRW_TYPE_F);
/* The builder for MAD tries to be helpful and not put immediates as direct
* sources. We want to test specifically that case.
*/
{
brw_reg def2 = bld.LOAD_REG(src2);
brw_inst *mad = bld.MAD(dst0, def2, def2, def2);
mad->src[0] = brw_imm_f(1.0f);
mad->src[1] = brw_imm_f(-2.0f);
bld.MOV(dst1, negate(dst0))->saturate = true;
}
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
{
brw_reg def2 = exp.LOAD_REG(src2);
brw_inst *mad = exp.MAD(dst0, def2, def2, def2);
mad->saturate = true;
mad->src[0] = brw_imm_f(-1.0f);
mad->src[1] = brw_imm_f(2.0f);
exp.MOV(dst1, dst0);
}
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, mul_mov_sat_neg_mov_sat)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg dst2 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld.MUL(dst0, src0, src1);
bld.MOV(dst1, dst0)->saturate = true;
bld.MOV(dst2, negate(dst0))->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, mul_neg_mov_sat_neg_mov_sat)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg dst2 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg dst0 = bld.MUL(src0, src1);
bld.MOV(dst1, negate(dst0))->saturate = true;
bld.MOV(dst2, negate(dst0))->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, abs_mov_sat)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg dst0 = bld.ADD(src0, src1);
bld.MOV(dst1, brw_abs(dst0))->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, producer_saturates)
{
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 dst2 = 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, bld.LOAD_REG(src0), bld.LOAD_REG(src1))->saturate = true;
bld.MOV(dst1, dst0)->saturate = true;
bld.MOV(dst2, dst0);
EXPECT_PROGRESS(brw_opt_saturate_propagation, bld);
exp.ADD(dst0, exp.LOAD_REG(src0), exp.LOAD_REG(src1))->saturate = true;
exp.MOV(dst1, dst0);
exp.MOV(dst2, dst0);
EXPECT_SHADERS_MATCH(bld, exp);
}
TEST_F(saturate_propagation_test, intervening_dest_write)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F, 4);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src2 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F, 2));
brw_reg tex_srcs[TEX_LOGICAL_NUM_SRCS] = {};
tex_srcs[TEX_LOGICAL_SRC_COORDINATE] = src2;
tex_srcs[TEX_LOGICAL_SRC_SURFACE] = brw_imm_ud(0);
tex_srcs[TEX_LOGICAL_SRC_COORD_COMPONENTS] = brw_imm_ud(2);
tex_srcs[TEX_LOGICAL_SRC_GRAD_COMPONENTS] = brw_imm_ud(0);
tex_srcs[TEX_LOGICAL_SRC_RESIDENCY] = brw_imm_ud(0);
bld.ADD(offset(dst0, bld, 2), src0, src1);
bld.emit(SHADER_OPCODE_TEX_LOGICAL, dst0, tex_srcs, TEX_LOGICAL_NUM_SRCS)
->size_written = 8 * REG_SIZE;
bld.MOV(dst1, offset(dst0, bld, 2))->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, mul_neg_mov_sat_mov_sat)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg dst2 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld.MUL(dst0, src0, src1);
bld.MOV(dst1, negate(dst0))->saturate = true;
bld.MOV(dst2, dst0)->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, smaller_exec_size_consumer)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld .ADD(src0, src1);
bld.group(8, 0).MOV(dst1, dst0)->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, larger_exec_size_consumer)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld.group(8, 0).ADD(dst0, src0, src1);
bld .MOV(dst1, dst0)->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}
TEST_F(saturate_propagation_test, offset_source_barrier)
{
brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16);
brw_reg dst0 = bld.vgrf(BRW_TYPE_F);
brw_reg dst1 = bld.vgrf(BRW_TYPE_F);
brw_reg dst2 = bld.vgrf(BRW_TYPE_F);
brw_reg src0 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
brw_reg src1 = bld.LOAD_REG(bld.vgrf(BRW_TYPE_F));
bld.group(16, 0).ADD(dst0, src0, src1);
bld.group(1, 0) .ADD(dst1, component(dst0, 8), brw_imm_f(1.0f));
bld.group(16, 0).MOV(dst2, dst0)->saturate = true;
EXPECT_NO_PROGRESS(brw_opt_saturate_propagation, bld);
}