glsl: add several EmitNo* options, and MaxUnrollIterations
This increases the chance that GLSL programs will actually work. Note that continues and returns are not yet lowered, so linking will just fail if not supported. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:

committed by
Ian Romanick

parent
6d3a2c97f4
commit
e591c4625c
@@ -685,7 +685,7 @@ ast_struct_specifier::ast_struct_specifier(char *identifier,
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}
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}
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bool
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bool
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do_common_optimization(exec_list *ir, bool linked)
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do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations)
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{
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{
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GLboolean progress = GL_FALSE;
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GLboolean progress = GL_FALSE;
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@@ -718,7 +718,7 @@ do_common_optimization(exec_list *ir, bool linked)
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loop_state *ls = analyze_loop_variables(ir);
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loop_state *ls = analyze_loop_variables(ir);
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progress = set_loop_controls(ir, ls) || progress;
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progress = set_loop_controls(ir, ls) || progress;
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progress = unroll_loops(ir, ls) || progress;
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progress = unroll_loops(ir, ls, max_unroll_iterations) || progress;
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delete ls;
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delete ls;
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return progress;
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return progress;
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@@ -28,7 +28,7 @@
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* Prototypes for optimization passes to be called by the compiler and drivers.
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* Prototypes for optimization passes to be called by the compiler and drivers.
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*/
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*/
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bool do_common_optimization(exec_list *ir, bool linked);
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bool do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations);
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bool do_algebraic(exec_list *instructions);
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bool do_algebraic(exec_list *instructions);
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bool do_constant_folding(exec_list *instructions);
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bool do_constant_folding(exec_list *instructions);
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@@ -1471,7 +1471,7 @@ link_shaders(GLcontext *ctx, struct gl_shader_program *prog)
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* some of that unused.
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* some of that unused.
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*/
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*/
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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while (do_common_optimization(prog->_LinkedShaders[i]->ir, true))
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while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
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;
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;
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}
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}
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@@ -57,7 +57,7 @@ set_loop_controls(exec_list *instructions, loop_state *ls);
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extern bool
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extern bool
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unroll_loops(exec_list *instructions, loop_state *ls);
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unroll_loops(exec_list *instructions, loop_state *ls, unsigned max_iterations);
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/**
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/**
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@@ -27,10 +27,11 @@
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class loop_unroll_visitor : public ir_hierarchical_visitor {
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class loop_unroll_visitor : public ir_hierarchical_visitor {
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public:
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public:
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loop_unroll_visitor(loop_state *state)
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loop_unroll_visitor(loop_state *state, unsigned max_iterations)
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{
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{
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this->state = state;
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this->state = state;
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this->progress = false;
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this->progress = false;
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this->max_iterations = max_iterations;
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}
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}
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virtual ir_visitor_status visit_leave(ir_loop *ir);
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virtual ir_visitor_status visit_leave(ir_loop *ir);
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@@ -38,6 +39,7 @@ public:
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loop_state *state;
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loop_state *state;
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bool progress;
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bool progress;
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unsigned max_iterations;
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};
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};
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@@ -62,7 +64,7 @@ loop_unroll_visitor::visit_leave(ir_loop *ir)
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/* Don't try to unroll loops that have zillions of iterations either.
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/* Don't try to unroll loops that have zillions of iterations either.
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*/
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*/
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if (ls->max_iterations > 32)
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if (ls->max_iterations > max_iterations)
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return visit_continue;
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return visit_continue;
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if (ls->num_loop_jumps > 0)
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if (ls->num_loop_jumps > 0)
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@@ -90,9 +92,9 @@ loop_unroll_visitor::visit_leave(ir_loop *ir)
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bool
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bool
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unroll_loops(exec_list *instructions, loop_state *ls)
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unroll_loops(exec_list *instructions, loop_state *ls, unsigned max_iterations)
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{
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{
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loop_unroll_visitor v(ls);
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loop_unroll_visitor v(ls, max_iterations);
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v.run(instructions);
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v.run(instructions);
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@@ -215,7 +215,7 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
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loop_state *ls = analyze_loop_variables(shader->ir);
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loop_state *ls = analyze_loop_variables(shader->ir);
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progress = set_loop_controls(shader->ir, ls) || progress;
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progress = set_loop_controls(shader->ir, ls) || progress;
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progress = unroll_loops(shader->ir, ls) || progress;
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progress = unroll_loops(shader->ir, ls, 32) || progress;
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delete ls;
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delete ls;
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} while (progress);
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} while (progress);
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@@ -141,7 +141,7 @@ brw_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
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do {
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do {
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progress = false;
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progress = false;
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progress = do_common_optimization(shader->ir, true) || progress;
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progress = do_common_optimization(shader->ir, true, 32) || progress;
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} while (progress);
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} while (progress);
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validate_ir_tree(shader->ir);
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validate_ir_tree(shader->ir);
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@@ -2187,7 +2187,6 @@ struct gl_shader_compiler_options
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{
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{
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/** Driver-selectable options: */
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/** Driver-selectable options: */
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GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
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GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
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GLboolean EmitContReturn; /**< Emit CONT/RET opcodes? */
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GLboolean EmitCondCodes; /**< Use condition codes? */
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GLboolean EmitCondCodes; /**< Use condition codes? */
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GLboolean EmitComments; /**< Annotated instructions */
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GLboolean EmitComments; /**< Annotated instructions */
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GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
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GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
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@@ -2196,6 +2195,12 @@ struct gl_shader_compiler_options
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* support control flow.
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* support control flow.
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*/
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*/
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GLboolean EmitNoIfs;
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GLboolean EmitNoIfs;
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GLboolean EmitNoLoops;
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GLboolean EmitNoFunctions;
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GLboolean EmitNoCont; /**< Emit CONT opcode? */
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GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
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GLuint MaxUnrollIterations;
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struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
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struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
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};
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};
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@@ -97,10 +97,14 @@ _mesa_init_shader_state(GLcontext *ctx)
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struct gl_shader_compiler_options options;
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struct gl_shader_compiler_options options;
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GLuint i;
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GLuint i;
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options.EmitHighLevelInstructions = GL_TRUE;
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options.EmitHighLevelInstructions = GL_TRUE;
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options.EmitContReturn = GL_TRUE;
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options.EmitCondCodes = GL_FALSE;
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options.EmitCondCodes = GL_FALSE;
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options.EmitComments = GL_FALSE;
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options.EmitComments = GL_FALSE;
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options.EmitNoIfs = GL_FALSE;
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options.EmitNoIfs = GL_FALSE;
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options.EmitNoLoops = GL_FALSE;
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options.EmitNoFunctions = GL_FALSE;
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options.EmitNoCont = GL_FALSE;
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options.EmitNoMainReturn = GL_FALSE;
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options.MaxUnrollIterations = 32;
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/* Default pragma settings */
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/* Default pragma settings */
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options.DefaultPragmas.IgnoreOptimize = GL_FALSE;
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options.DefaultPragmas.IgnoreOptimize = GL_FALSE;
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@@ -2719,7 +2719,7 @@ _mesa_ir_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
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do_div_to_mul_rcp(ir);
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do_div_to_mul_rcp(ir);
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do_explog_to_explog2(ir);
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do_explog_to_explog2(ir);
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progress = do_common_optimization(ir, true) || progress;
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progress = do_common_optimization(ir, true, options->MaxUnrollIterations) || progress;
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if (options->EmitNoIfs)
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if (options->EmitNoIfs)
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progress = do_if_to_cond_assign(ir) || progress;
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progress = do_if_to_cond_assign(ir) || progress;
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@@ -2799,7 +2799,7 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
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/* Do some optimization at compile time to reduce shader IR size
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/* Do some optimization at compile time to reduce shader IR size
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* and reduce later work if the same shader is linked multiple times
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* and reduce later work if the same shader is linked multiple times
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*/
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*/
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while (do_common_optimization(shader->ir, false))
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while (do_common_optimization(shader->ir, false, 32))
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;
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;
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validate_ir_tree(shader->ir);
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validate_ir_tree(shader->ir);
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@@ -135,11 +135,8 @@ void st_init_limits(struct st_context *st)
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= CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
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= CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
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1, MAX_DRAW_BUFFERS);
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1, MAX_DRAW_BUFFERS);
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/* Is TGSI_OPCODE_CONT supported? */
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/* XXX separate query for early function return? */
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for(i = 0; i < MESA_SHADER_TYPES; ++i)
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for(i = 0; i < MESA_SHADER_TYPES; ++i)
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st->ctx->ShaderCompilerOptions[i].EmitContReturn =
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st->ctx->ShaderCompilerOptions[i].EmitNoCont = !screen->get_param(screen, PIPE_CAP_TGSI_CONT_SUPPORTED);
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screen->get_param(screen, PIPE_CAP_TGSI_CONT_SUPPORTED);
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/* Quads always follow GL provoking rules. */
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/* Quads always follow GL provoking rules. */
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c->QuadsFollowProvokingVertexConvention = GL_FALSE;
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c->QuadsFollowProvokingVertexConvention = GL_FALSE;
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