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