mesa/src/compiler/nir/tests/loop_analyze_tests.cpp
Ian Romanick ffe0db099c nir/tests: Refactor creation of loops for loop_analyze test cases
Inspired heavily by the work by Yevhenii Kolesnikov in the original
versions of !3445.

v2: Pass parameters to loop_builder using a struct. Add a comment
describing the loop being constructed to loop_builder. Both suggested by
Caio.

v3: mscv C++ designated initializer lolz.

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21289>
2023-02-17 22:12:05 +00:00

554 lines
18 KiB
C++

/*
* Copyright © 2022 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <gtest/gtest.h>
#include "nir.h"
#include "nir_builder.h"
class nir_loop_analyze_test : public ::testing::Test {
protected:
nir_loop_analyze_test();
~nir_loop_analyze_test();
nir_builder b;
};
nir_loop_analyze_test::nir_loop_analyze_test()
{
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options,
"loop analyze");
}
nir_loop_analyze_test::~nir_loop_analyze_test()
{
ralloc_free(b.shader);
glsl_type_singleton_decref();
}
struct loop_builder_param {
uint32_t init_value;
uint32_t cond_value;
uint32_t incr_value;
nir_ssa_def *(*cond_instr)(nir_builder *,
nir_ssa_def *,
nir_ssa_def *);
nir_ssa_def *(*incr_instr)(nir_builder *,
nir_ssa_def *,
nir_ssa_def *);
};
static nir_loop *
loop_builder(nir_builder *b, loop_builder_param p)
{
/* Create IR:
*
* auto i = init_value;
* while (true) {
* if (cond_instr(i, cond_value))
* break;
*
* i = incr_instr(i, incr_value);
* }
*/
nir_ssa_def *ssa_0 = nir_imm_int(b, p.init_value);
nir_ssa_def *ssa_1 = nir_imm_int(b, p.cond_value);
nir_ssa_def *ssa_2 = nir_imm_int(b, p.incr_value);
nir_phi_instr *const phi = nir_phi_instr_create(b->shader);
nir_loop *loop = nir_push_loop(b);
{
nir_ssa_dest_init(&phi->instr, &phi->dest,
ssa_0->num_components, ssa_0->bit_size,
NULL);
nir_phi_instr_add_src(phi, ssa_0->parent_instr->block,
nir_src_for_ssa(ssa_0));
nir_ssa_def *ssa_5 = &phi->dest.ssa;
nir_ssa_def *ssa_3 = p.cond_instr(b, ssa_5, ssa_1);
nir_if *nif = nir_push_if(b, ssa_3);
{
nir_jump_instr *jump = nir_jump_instr_create(b->shader, nir_jump_break);
nir_builder_instr_insert(b, &jump->instr);
}
nir_pop_if(b, nif);
nir_ssa_def *ssa_4 = p.incr_instr(b, ssa_5, ssa_2);
nir_phi_instr_add_src(phi, ssa_4->parent_instr->block,
nir_src_for_ssa(ssa_4));
}
nir_pop_loop(b, loop);
b->cursor = nir_before_block(nir_loop_first_block(loop));
nir_builder_instr_insert(b, &phi->instr);
return loop;
}
TEST_F(nir_loop_analyze_test, infinite_loop_feq)
{
/* Create IR:
*
* float i = 0.0;
* while (true) {
* if (i == 0.9)
* break;
*
* i = i + 0.2;
* }
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0x00000000, .cond_value = 0x3e4ccccd,
.incr_value = 0x3f666666,
.cond_instr = nir_feq, .incr_instr = nir_fadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x3e4ccccd = 0.900000)
* vec1 32 ssa_2 = load_const (0x3f666666 = 0.200000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = feq ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = fadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_FALSE(loop->info->guessed_trip_count);
EXPECT_FALSE(loop->info->exact_trip_count_known);
EXPECT_EQ((void *)0, loop->info->limiting_terminator);
}
TEST_F(nir_loop_analyze_test, zero_iterations_ine)
{
/* Create IR:
*
* uint i = 1;
* while (true) {
* if (i != 0)
* break;
*
* i++;
* }
*
* This loop should have an iteration count of zero. See also
* https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19732#note_1648999
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0x00000001, .cond_value = 0x00000000,
.incr_value = 0x00000001,
.cond_instr = nir_ine, .incr_instr = nir_iadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000001 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_2 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = ine ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = iadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(0, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_uge)
{
/* Create IR:
*
* uint i = 0;
* while (true) {
* if (i >= 1)
* break;
*
* i++;
* }
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0x00000000, .cond_value = 0x00000001,
.incr_value = 0x00000001,
.cond_instr = nir_uge, .incr_instr = nir_iadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000001 = 0.000000)
* vec1 32 ssa_2 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = uge ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = iadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_ine)
{
/* Create IR:
*
* uint i = 0;
* while (true) {
* if (i != 0)
* break;
*
* i++;
* }
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0x00000000, .cond_value = 0x00000000,
.incr_value = 0x00000001,
.cond_instr = nir_ine, .incr_instr = nir_iadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_2 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = ine ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = iadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_ieq)
{
/* Create IR:
*
* uint i = 0;
* while (true) {
* if (i == 1)
* break;
*
* i++;
* }
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0x00000000, .cond_value = 0x00000001,
.incr_value = 0x00000001,
.cond_instr = nir_ieq, .incr_instr = nir_iadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000001 = 0.000000)
* vec1 32 ssa_2 = load_const (0x00000001 = 0.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = ieq ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = iadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_easy_fneu)
{
/* Create IR:
*
* float i = 0.0;
* while (true) {
* if (i != 0.0)
* break;
*
* i = i + 1.0;
* }
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0x00000000, .cond_value = 0x00000000,
.incr_value = 0x3f800000,
.cond_instr = nir_fneu, .incr_instr = nir_fadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_1 = load_const (0x00000000 = 0.000000)
* vec1 32 ssa_2 = load_const (0x3f800000 = 1.000000)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = fneu ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = fadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}
TEST_F(nir_loop_analyze_test, one_iteration_fneu)
{
/* Create IR:
*
* float i = uintBitsToFloat(0xe7000000);
* while (true) {
* if (i != uintBitsToFloat(0xe7000000))
* break;
*
* i = i + uintBitsToFloat(0x5b000000);
* }
*
* Going towards smaller magnitude (i.e., adding a small positive value to
* a large negative value) requires a smaller delta to make a difference
* than going towards a larger magnitude. For this reason, ssa_0 + ssa_1 !=
* ssa_0, but ssa_0 - ssa_1 == ssa_0. Math class is tough.
*/
nir_loop *loop =
loop_builder(&b, {.init_value = 0xe7000000, .cond_value = 0xe7000000,
.incr_value = 0x5b000000,
.cond_instr = nir_fneu, .incr_instr = nir_fadd});
/* At this point, we should have:
*
* impl main {
* block block_0:
* // preds:
* vec1 32 ssa_0 = load_const (0xe7000000 = -604462909807314587353088.0)
* vec1 32 ssa_1 = load_const (0xe7000000 = -604462909807314587353088.0)
* vec1 32 ssa_2 = load_const (0x5b000000 = 36028797018963968.0)
* // succs: block_1
* loop {
* block block_1:
* // preds: block_0 block_4
* vec1 32 ssa_5 = phi block_0: ssa_0, block_4: ssa_4
* vec1 1 ssa_3 = fneu ssa_5, ssa_1
* // succs: block_2 block_3
* if ssa_3 {
* block block_2:
* // preds: block_1
* break
* // succs: block_5
* } else {
* block block_3:
* // preds: block_1
* // succs: block_4
* }
* block block_4:
* // preds: block_3
* vec1 32 ssa_4 = fadd ssa_5, ssa_2
* // succs: block_1
* }
* block block_5:
* // preds: block_2
* // succs: block_6
* block block_6:
* }
*/
nir_validate_shader(b.shader, "input");
nir_loop_analyze_impl(b.impl, nir_var_all, false);
ASSERT_NE((void *)0, loop->info);
EXPECT_EQ(1, loop->info->max_trip_count);
EXPECT_TRUE(loop->info->exact_trip_count_known);
}