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 <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke
2013-04-17 17:30:25 -07:00
parent 72a0b7a435
commit e413d3f15c
4 changed files with 128 additions and 0 deletions

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@@ -82,6 +82,7 @@ LIBGLSL_FILES = \
$(GLSL_SRCDIR)/opt_dead_code_local.cpp \
$(GLSL_SRCDIR)/opt_dead_functions.cpp \
$(GLSL_SRCDIR)/opt_flatten_nested_if_blocks.cpp \
$(GLSL_SRCDIR)/opt_flip_matrices.cpp \
$(GLSL_SRCDIR)/opt_function_inlining.cpp \
$(GLSL_SRCDIR)/opt_if_simplification.cpp \
$(GLSL_SRCDIR)/opt_noop_swizzle.cpp \

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@@ -1224,6 +1224,10 @@ do_common_optimization(exec_list *ir, bool linked,
progress = opt_flatten_nested_if_blocks(ir) || progress;
progress = do_copy_propagation(ir) || progress;
progress = do_copy_propagation_elements(ir) || progress;
if (options->PreferDP4 && !linked)
progress = opt_flip_matrices(ir) || progress;
if (linked)
progress = do_dead_code(ir, uniform_locations_assigned) || progress;
else

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@@ -80,6 +80,7 @@ bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
bool do_dead_code_local(exec_list *instructions);
bool do_dead_code_unlinked(exec_list *instructions);
bool do_dead_functions(exec_list *instructions);
bool opt_flip_matrices(exec_list *instructions);
bool do_function_inlining(exec_list *instructions);
bool do_lower_jumps(exec_list *instructions, bool pull_out_jumps = true, bool lower_sub_return = true, bool lower_main_return = false, bool lower_continue = false, bool lower_break = false);
bool do_lower_texture_projection(exec_list *instructions);

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@@ -0,0 +1,122 @@
/*
* 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;
}