| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Connor Abbott <[email protected]>
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We were already do this for ALU operations but we haven't for non-ALU
operations. This changes that.
total NIR instructions in shared programs: 2039883 -> 2022338 (-0.86%)
NIR instructions in affected programs: 1768850 -> 1751305 (-0.99%)
helped: 14244
HURT: 124
total FS instructions in shared programs: 4083960 -> 4084036 (0.00%)
FS instructions in affected programs: 7302 -> 7378 (1.04%)
helped: 12
HURT: 51
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I initially wrote this based on the "(('fneg', ('fneg', a)), a)" above,
but we can generalize it and make it more potentially useful. In the
specific original case of a 0 for our new 'a' argument, it'll get further
algebraic optimization once the 0 is an argument to the new add.
No shader-db effects.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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vc4 results:
total instructions in shared programs: 39881 -> 39794 (-0.22%)
instructions in affected programs: 6302 -> 6215 (-1.38%)
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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total NIR instructions in shared programs: 39426 -> 39411 (-0.04%)
NIR instructions in affected programs: 3748 -> 3733 (-0.40%)
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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We have some useful optimizations to drop things like 'ine a, 0' on a
boolean argument, but if 'a' came from logical operations on bools, it
couldn't tell. These kinds of constructs appear as a result of TGSI->NIR
quite frequently (at least with if flattening), so being a little more
aggressive in detecting booleans can pay off.
v2: Add ixor as a booleanness-preserving op (Suggestion by Connor).
vc4 results:
total instructions in shared programs: 40207 -> 39881 (-0.81%)
instructions in affected programs: 6677 -> 6351 (-4.88%)
Reviewed-by: Matt Turner <[email protected]> (v1)
Reviewed-by: Connor Abbott <[email protected]>
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vc4 was already cleaning these up, but it does shave 4 NIR instructions in
shader-db.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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May make life easier for tools like Coverity.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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With -DDEBUG -UNDEBUG, this assert uses reg_state::stack_size, which
doesn't exist, breaking the build:
assert(state->states[index].index < state->states[index].stack_size);
Switch it to ifndef NDEBUG, so the field will exist if the assertion
actually generates code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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One less new directory necessary for gallium code that wants to interact
with NIR.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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It's used in one of the methods, not in the structure definitions.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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v2: Try to patch up the scons bits.
Reviewed-by: Jose Fonseca <[email protected]>
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GLSL 1.50 and GLSL 4.40 specs, they both say the same in
"Interface Blocks" section:
"If optional qualifiers are used, they can include interpolation qualifiers,
auxiliary storage qualifiers, and storage qualifiers and they must declare
an input, output, or uniform member consistent with the interface qualifier
of the block"
From GLSL ES 3.0, chapter 4.3.7 "Interface Blocks", page 38:
"GLSL ES 3.0 does not support interface blocks for shader inputs or outputs."
and from GLSL ES 3.0, chapter 4.6.1 "The invariant qualifier", page 52.
"Only variables output from a shader can be candidates for invariance."
This patch fixes the following dEQP tests:
dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_vertex
dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_fragment
No piglit regressions.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
v2:
- Enable this check for GLSL.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This lets us be slightly more efficient by not walking the CFG extra times.
Also, it may make it easier to ensure that GVN happens on only unpinned
instructions.
Reviewed-by: Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Reviewed-by: Connor Abbott <[email protected]>
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v2 Jason Ekstrand <[email protected]>:
- Use nir_dominance_lca for computing least common anscestors
- Use the block index for comparing dominance tree depths
- Pin things that do partial derivatives
Reviewed-by: Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Right now, the nir_instr_prev function function blindly looks up the
previous element in the exec list and casts it to an instruction even if
it's the tail sentinel. The next commit will change this to return null if
it's the first instruction. Making this change first avoids getting a
segfault between commits. The only reason we never noticed is that, thanks
to the way things are laid out in nir_block, the casted instruction's type
was never parallal_copy.
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Previously, if you remved a CF node that still had instructions in it, none
of the use/def information from those instructions would get cleaned up.
Also, we weren't removing if statements from the if_uses of the
corresponding register or SSA def. This commit fixes both of these
problems
Reviewed-by: Connor Abbott <[email protected]>
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This is both simpler and more correct. The old code didn't properly index
load_const instructions.
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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This is mostly thanks to Connor. The idea is to do a depth-first search
that computes pre and post indices for all the blocks. We can then figure
out if one block dominates another in constant time by two simple
comparison operations.
Reviewed-by: Connor Abbott <[email protected]>
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Being able to find the least common anscestor in the dominance tree is a
useful thing that we may want to do in other passes. In particular, we
need it for GCM.
v2: Handle NULL inputs by returning the other block
Reviewed-by: Connor Abbott <[email protected]>
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This is basically Ian's review feedback for my patch that added
_mesa_shader_stage_to_abbrev() - it just makes both consistent again.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is similar to _mesa_shader_stage_to_string(), but returns "VS"
instead of "vertex".
v2: Use unreachable() and add MESA_SHADER_COMPUTE (requested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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It looks like no hw does div anyways, so we should just
lower at the GLSL level.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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To silence compiler warning about unhandled switch case.
v2: move GLSL_TYPE_DOUBLE to the "not reached" section, per Ilia.
Reviewed-by: Ilia Mirkin <[email protected]>
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Create a new search function to look for matching built-in functions by name
and use it for built-in function redefinition or overload in GLSL ES 3.00.
GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", page 71
"A shader cannot redefine or overload built-in functions."
While in GLSL ES 1.0 specification, chapter 8 "Built-in Functions"
"User code can overload the built-in functions but cannot redefine them."
So this check is specific to GLSL ES 3.00.
This patch fixes the following dEQP tests:
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_vertex
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_fragment
dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function_vertex
dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function_fragment
No piglit regressions.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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0.0 is a double anyways. Apparently my version of gcc was happy with
0.0d as well, but this is not true of all compilers.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89218
Signed-off-by: Ilia Mirkin <[email protected]>
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v2: Rebase on the nir_opcodes.h python code generation support.
v3: Use SSA values, and set an appropriate writemask on dot products.
v4: Make the arguments be SSA references as well. This lets you stack up
expressions in the arguments of other expressions, at the cost of
having to insert a fmov/imov if you want to swizzle. Also, add
the generated file to NIR_GENERATED_FILES.
v5: Use more pythonish style for iterating the list.
v6: Infer the size of the dest from the size of the srcs, and auto-swizzle
a single small src out to the appropriate size.
v7: Add little helpers for initializing the struct, add a typedef for the
struct like other nir types have.
Reviewed-by: Kenneth Graunke <[email protected]> (v6)
Reviewed-by: Connor Abbott <[email protected]> (v7)
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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These lowering passes are optional for the backend to request, currently
the TGSI softpipe backend most likely the r600g backend would want to use
these passes as is. They aim to hit the gallium opcodes from the standard
rounding/truncation functions.
v2: also lower floor in mod_to_floor
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This implements the bulk of the builtin functions for fp64 support.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This lowers double dot product and lrp to fma.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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We want to restrict some lowering passes to floats only,
and enable other for doubles.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Patch fixes Piglit test:
arb_gpu_shader_fp64/preprocessor/fs-output-double.frag
and adds additional validation for shader outputs.
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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