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>
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@@ -82,6 +82,7 @@ LIBGLSL_FILES = \
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$(GLSL_SRCDIR)/opt_dead_code_local.cpp \
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$(GLSL_SRCDIR)/opt_dead_functions.cpp \
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$(GLSL_SRCDIR)/opt_flatten_nested_if_blocks.cpp \
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$(GLSL_SRCDIR)/opt_flip_matrices.cpp \
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$(GLSL_SRCDIR)/opt_function_inlining.cpp \
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$(GLSL_SRCDIR)/opt_if_simplification.cpp \
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$(GLSL_SRCDIR)/opt_noop_swizzle.cpp \
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@@ -1224,6 +1224,10 @@ do_common_optimization(exec_list *ir, bool linked,
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progress = opt_flatten_nested_if_blocks(ir) || progress;
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progress = do_copy_propagation(ir) || progress;
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progress = do_copy_propagation_elements(ir) || progress;
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if (options->PreferDP4 && !linked)
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progress = opt_flip_matrices(ir) || progress;
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if (linked)
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progress = do_dead_code(ir, uniform_locations_assigned) || progress;
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else
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@@ -80,6 +80,7 @@ bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
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bool do_dead_code_local(exec_list *instructions);
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bool do_dead_code_unlinked(exec_list *instructions);
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bool do_dead_functions(exec_list *instructions);
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bool opt_flip_matrices(exec_list *instructions);
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bool do_function_inlining(exec_list *instructions);
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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);
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bool do_lower_texture_projection(exec_list *instructions);
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122
src/glsl/opt_flip_matrices.cpp
Normal file
122
src/glsl/opt_flip_matrices.cpp
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@@ -0,0 +1,122 @@
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/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file opt_flip_matrices.cpp
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*
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* Convert (matrix * vector) operations to (vector * matrixTranspose),
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* which can be done using dot products rather than multiplies and adds.
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* On some hardware, this is more efficient.
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*
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* This currently only does the conversion for built-in matrices which
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* already have transposed equivalents. Namely, gl_ModelViewProjectionMatrix
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* and gl_TextureMatrix.
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*/
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#include "ir.h"
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#include "ir_optimization.h"
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#include "main/macros.h"
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namespace {
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class matrix_flipper : public ir_hierarchical_visitor {
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public:
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matrix_flipper(exec_list *instructions)
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{
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progress = false;
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mvp_transpose = NULL;
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texmat_transpose = NULL;
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foreach_list(n, instructions) {
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ir_instruction *ir = (ir_instruction *) n;
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ir_variable *var = ir->as_variable();
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if (!var)
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continue;
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if (strcmp(var->name, "gl_ModelViewProjectionMatrixTranspose") == 0)
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mvp_transpose = var;
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if (strcmp(var->name, "gl_TextureMatrixTranspose") == 0)
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texmat_transpose = var;
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}
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}
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ir_visitor_status visit_enter(ir_expression *ir);
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bool progress;
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private:
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ir_variable *mvp_transpose;
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ir_variable *texmat_transpose;
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};
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}
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ir_visitor_status
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matrix_flipper::visit_enter(ir_expression *ir)
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{
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if (ir->operation != ir_binop_mul ||
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!ir->operands[0]->type->is_matrix() ||
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!ir->operands[1]->type->is_vector())
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return visit_continue;
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ir_variable *mat_var = ir->operands[0]->variable_referenced();
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if (!mat_var)
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return visit_continue;
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if (mvp_transpose &&
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strcmp(mat_var->name, "gl_ModelViewProjectionMatrix") == 0) {
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ir_dereference_variable *deref = ir->operands[0]->as_dereference_variable();
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assert(deref && deref->var == mat_var);
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void *mem_ctx = ralloc_parent(ir);
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ir->operands[0] = ir->operands[1];
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ir->operands[1] = new(mem_ctx) ir_dereference_variable(mvp_transpose);
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progress = true;
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} else if (texmat_transpose &&
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strcmp(mat_var->name, "gl_TextureMatrix") == 0) {
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ir_dereference_array *array_ref = ir->operands[0]->as_dereference_array();
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assert(array_ref != NULL);
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ir_dereference_variable *var_ref = array_ref->array->as_dereference_variable();
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assert(var_ref && var_ref->var == mat_var);
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ir->operands[0] = ir->operands[1];
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ir->operands[1] = array_ref;
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var_ref->var = texmat_transpose;
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texmat_transpose->max_array_access =
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MAX2(texmat_transpose->max_array_access, mat_var->max_array_access);
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progress = true;
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}
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return visit_continue;
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}
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bool
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opt_flip_matrices(struct exec_list *instructions)
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{
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matrix_flipper v(instructions);
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visit_list_elements(&v, instructions);
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return v.progress;
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}
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