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authorKenneth Graunke <[email protected]>2016-07-29 01:29:12 -0700
committerKenneth Graunke <[email protected]>2016-08-04 00:42:12 -0700
commit144cbf89879103c45f79b7c5b923ebad63f08c55 (patch)
treef6e1b1328458976e6ca58a8b1ed348f81d8176df /src/glx
parent7603b4d3a182fe5d756ac9d7196134aa5c43dbea (diff)
nir: Make nir_opt_remove_phis see through moves.
I found a shader in Tales of Maj'Eyal that contains: if ssa_21 { block block_1: /* preds: block_0 */ ...instructions that prevent the select peephole... vec1 32 ssa_23 = imov ssa_4 vec1 32 ssa_24 = imov ssa_4.y vec1 32 ssa_25 = imov ssa_4.z /* succs: block_3 */ } else { block block_2: /* preds: block_0 */ vec1 32 ssa_26 = imov ssa_4 vec1 32 ssa_27 = imov ssa_4.y vec1 32 ssa_28 = imov ssa_4.z /* succs: block_3 */ } block block_3: /* preds: block_1 block_2 */ vec1 32 ssa_29 = phi block_1: ssa_23, block_2: ssa_26 vec1 32 ssa_30 = phi block_1: ssa_24, block_2: ssa_27 vec1 32 ssa_31 = phi block_1: ssa_25, block_2: ssa_28 Here, copy propagation will bail because phis cannot perform swizzles, and CSE won't do anything because there is no dominance relationship between the imovs. By making nir_opt_remove_phis handle identical moves, we can eliminate the phis and rewrite everything to use ssa_4 directly, so all the moves become dead and get eliminated. I don't think we need to check "exact" - just the alu sources. Presumably phi sources should match in their exactness. On Broadwell: total instructions in shared programs: 11639872 -> 11638535 (-0.01%) instructions in affected programs: 134222 -> 132885 (-1.00%) helped: 338 HURT: 0 v2: Fix return value to be NULL, not false (caught by Iago). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
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