nir: Use the flrp lowering pass instead of nir_opt_algebraic

I tried to be very careful while updating all the various drivers, but I
don't have any of that hardware for testing. :(

i965 is the only platform that sets always_precise = true, and it is
only set true for fragment shaders.  Gen4 and Gen5 both set lower_flrp32
only for vertex shaders.  For fragment shaders, nir_op_flrp is lowered
during code generation as a(1-c)+bc.  On all other platforms 64-bit
nir_op_flrp and on Gen11 32-bit nir_op_flrp are lowered using the old
nir_opt_algebraic method.

No changes on any other Intel platforms.

v2: Add panfrost changes.

Iron Lake and GM45 had similar results. (Iron Lake shown)
total cycles in shared programs: 188647754 -> 188647748 (<.01%)
cycles in affected programs: 5096 -> 5090 (-0.12%)
helped: 3
HURT: 0
helped stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2
helped stats (rel) min: 0.12% max: 0.12% x̄: 0.12% x̃: 0.12%

Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Ian Romanick
2018-08-18 16:42:04 -07:00
parent 158370ed2a
commit d41cdef2a5
9 changed files with 187 additions and 3 deletions

View File

@@ -124,6 +124,10 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
bool allow_copies)
{
bool progress;
unsigned lower_flrp =
(shader->options->lower_flrp16 ? 16 : 0) |
(shader->options->lower_flrp32 ? 32 : 0) |
(shader->options->lower_flrp64 ? 64 : 0);
do {
progress = false;
@@ -164,6 +168,27 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively,
NIR_PASS(progress, shader, nir_opt_peephole_select, 8, true, true);
NIR_PASS(progress, shader, nir_opt_algebraic);
NIR_PASS(progress, shader, nir_opt_constant_folding);
if (lower_flrp != 0) {
bool lower_flrp_progress;
NIR_PASS(lower_flrp_progress,
shader,
nir_lower_flrp,
lower_flrp,
false /* always_precise */,
shader->options->lower_ffma);
if (lower_flrp_progress) {
NIR_PASS(progress, shader,
nir_opt_constant_folding);
progress = true;
}
/* Nothing should rematerialize any flrps, so we only
* need to do this lowering once.
*/
lower_flrp = 0;
}
NIR_PASS(progress, shader, nir_opt_undef);
NIR_PASS(progress, shader, nir_opt_conditional_discard);
if (shader->options->max_unroll_iterations) {