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authorKenneth Graunke <[email protected]>2013-04-17 17:30:25 -0700
committerKenneth Graunke <[email protected]>2013-05-12 09:36:46 -0700
commite413d3f15ca72b82ca29e43f010597a83427d5e8 (patch)
tree89436a108f3e2f53ebab46c30d80c74ef6336277 /src/glsl/opt_flip_matrices.cpp
parent72a0b7a43531eb5e5cc4355941957864f86dd719 (diff)
glsl: Add a pass to flip matrix/vector multiplies to use dot products.
This pass flips (matrix * vector) operations to (vector * matrixTranspose) for certain built-in matrices (currently gl_ModelViewProjectionMatrix and gl_TextureMatrix). This is equivalent, but results in dot products rather than multiplies and adds. On some hardware, this is more efficient. This pass is conditionalized on ctx->mvp_with_dp4, the flag drivers set to indicate they prefer dot products. Improves performance in Lightsmark by 1.01131% +/- 0.162069% (n = 10) on a Haswell GT2 system. Passes Piglit on Ivybridge. v2: Use struct gl_shader_compiler_options instead of plumbing through another boolean flag for this purpose. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/opt_flip_matrices.cpp')
-rw-r--r--src/glsl/opt_flip_matrices.cpp122
1 files changed, 122 insertions, 0 deletions
diff --git a/src/glsl/opt_flip_matrices.cpp b/src/glsl/opt_flip_matrices.cpp
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+++ b/src/glsl/opt_flip_matrices.cpp
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+/*
+ * Copyright © 2013 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.
+ */
+
+/**
+ * \file opt_flip_matrices.cpp
+ *
+ * Convert (matrix * vector) operations to (vector * matrixTranspose),
+ * which can be done using dot products rather than multiplies and adds.
+ * On some hardware, this is more efficient.
+ *
+ * This currently only does the conversion for built-in matrices which
+ * already have transposed equivalents. Namely, gl_ModelViewProjectionMatrix
+ * and gl_TextureMatrix.
+ */
+#include "ir.h"
+#include "ir_optimization.h"
+#include "main/macros.h"
+
+namespace {
+class matrix_flipper : public ir_hierarchical_visitor {
+public:
+ matrix_flipper(exec_list *instructions)
+ {
+ progress = false;
+ mvp_transpose = NULL;
+ texmat_transpose = NULL;
+
+ foreach_list(n, instructions) {
+ ir_instruction *ir = (ir_instruction *) n;
+ ir_variable *var = ir->as_variable();
+ if (!var)
+ continue;
+ if (strcmp(var->name, "gl_ModelViewProjectionMatrixTranspose") == 0)
+ mvp_transpose = var;
+ if (strcmp(var->name, "gl_TextureMatrixTranspose") == 0)
+ texmat_transpose = var;
+ }
+ }
+
+ ir_visitor_status visit_enter(ir_expression *ir);
+
+ bool progress;
+
+private:
+ ir_variable *mvp_transpose;
+ ir_variable *texmat_transpose;
+};
+}
+
+ir_visitor_status
+matrix_flipper::visit_enter(ir_expression *ir)
+{
+ if (ir->operation != ir_binop_mul ||
+ !ir->operands[0]->type->is_matrix() ||
+ !ir->operands[1]->type->is_vector())
+ return visit_continue;
+
+ ir_variable *mat_var = ir->operands[0]->variable_referenced();
+ if (!mat_var)
+ return visit_continue;
+
+ if (mvp_transpose &&
+ strcmp(mat_var->name, "gl_ModelViewProjectionMatrix") == 0) {
+ ir_dereference_variable *deref = ir->operands[0]->as_dereference_variable();
+ assert(deref && deref->var == mat_var);
+
+ void *mem_ctx = ralloc_parent(ir);
+
+ ir->operands[0] = ir->operands[1];
+ ir->operands[1] = new(mem_ctx) ir_dereference_variable(mvp_transpose);
+
+ progress = true;
+ } else if (texmat_transpose &&
+ strcmp(mat_var->name, "gl_TextureMatrix") == 0) {
+ ir_dereference_array *array_ref = ir->operands[0]->as_dereference_array();
+ assert(array_ref != NULL);
+ ir_dereference_variable *var_ref = array_ref->array->as_dereference_variable();
+ assert(var_ref && var_ref->var == mat_var);
+
+ ir->operands[0] = ir->operands[1];
+ ir->operands[1] = array_ref;
+
+ var_ref->var = texmat_transpose;
+
+ texmat_transpose->max_array_access =
+ MAX2(texmat_transpose->max_array_access, mat_var->max_array_access);
+
+ progress = true;
+ }
+
+ return visit_continue;
+}
+
+bool
+opt_flip_matrices(struct exec_list *instructions)
+{
+ matrix_flipper v(instructions);
+
+ visit_list_elements(&v, instructions);
+
+ return v.progress;
+}