nir/lower_vec_to_movs: Convert to use nir_shader_instructions_pass().
Less pass code, less indenting, should be the same perf. Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6412>
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@@ -26,6 +26,7 @@
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*/
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#include "nir.h"
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#include "nir_builder.h"
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/*
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* Implements a simple pass that lowers vecN instructions to a series of
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@@ -210,107 +211,79 @@ try_coalesce(nir_alu_instr *vec, unsigned start_idx)
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}
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static bool
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lower_vec_to_movs_block(nir_block *block, nir_function_impl *impl)
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nir_lower_vec_to_movs_instr(nir_builder *b, nir_instr *instr, void *data)
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{
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bool progress = false;
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nir_shader *shader = impl->function->shader;
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if (instr->type != nir_instr_type_alu)
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return false;
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_alu)
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nir_alu_instr *vec = nir_instr_as_alu(instr);
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switch (vec->op) {
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case nir_op_vec2:
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case nir_op_vec3:
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case nir_op_vec4:
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break;
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default:
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return false;
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}
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bool vec_had_ssa_dest = vec->dest.dest.is_ssa;
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if (vec->dest.dest.is_ssa) {
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/* Since we insert multiple MOVs, we have a register destination. */
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nir_register *reg = nir_local_reg_create(b->impl);
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reg->num_components = vec->dest.dest.ssa.num_components;
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reg->bit_size = vec->dest.dest.ssa.bit_size;
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nir_ssa_def_rewrite_uses(&vec->dest.dest.ssa, nir_src_for_reg(reg));
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nir_instr_rewrite_dest(&vec->instr, &vec->dest.dest,
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nir_dest_for_reg(reg));
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}
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unsigned finished_write_mask = 0;
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/* First, emit a MOV for all the src channels that are in the
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* destination reg, in case other values we're populating in the dest
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* might overwrite them.
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*/
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for (unsigned i = 0; i < 4; i++) {
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if (!(vec->dest.write_mask & (1 << i)))
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continue;
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nir_alu_instr *vec = nir_instr_as_alu(instr);
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switch (vec->op) {
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case nir_op_vec2:
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case nir_op_vec3:
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case nir_op_vec4:
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if (src_matches_dest_reg(&vec->dest.dest, &vec->src[i].src)) {
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finished_write_mask |= insert_mov(vec, i, b->shader);
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break;
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default:
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continue; /* The loop */
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}
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}
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bool vec_had_ssa_dest = vec->dest.dest.is_ssa;
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if (vec->dest.dest.is_ssa) {
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/* Since we insert multiple MOVs, we have a register destination. */
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nir_register *reg = nir_local_reg_create(impl);
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reg->num_components = vec->dest.dest.ssa.num_components;
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reg->bit_size = vec->dest.dest.ssa.bit_size;
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/* Now, emit MOVs for all the other src channels. */
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for (unsigned i = 0; i < 4; i++) {
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if (!(vec->dest.write_mask & (1 << i)))
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continue;
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nir_ssa_def_rewrite_uses(&vec->dest.dest.ssa, nir_src_for_reg(reg));
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nir_instr_rewrite_dest(&vec->instr, &vec->dest.dest,
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nir_dest_for_reg(reg));
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}
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unsigned finished_write_mask = 0;
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/* First, emit a MOV for all the src channels that are in the
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* destination reg, in case other values we're populating in the dest
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* might overwrite them.
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/* Coalescing moves the register writes from the vec up to the ALU
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* instruction in the source. We can only do this if the original
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* vecN had an SSA destination.
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*/
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for (unsigned i = 0; i < 4; i++) {
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if (!(vec->dest.write_mask & (1 << i)))
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continue;
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if (vec_had_ssa_dest && !(finished_write_mask & (1 << i)))
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finished_write_mask |= try_coalesce(vec, i);
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if (src_matches_dest_reg(&vec->dest.dest, &vec->src[i].src)) {
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finished_write_mask |= insert_mov(vec, i, shader);
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break;
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}
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}
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/* Now, emit MOVs for all the other src channels. */
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for (unsigned i = 0; i < 4; i++) {
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if (!(vec->dest.write_mask & (1 << i)))
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continue;
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/* Coalescing moves the register writes from the vec up to the ALU
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* instruction in the source. We can only do this if the original
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* vecN had an SSA destination.
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*/
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if (vec_had_ssa_dest && !(finished_write_mask & (1 << i)))
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finished_write_mask |= try_coalesce(vec, i);
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if (!(finished_write_mask & (1 << i)))
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finished_write_mask |= insert_mov(vec, i, shader);
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}
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nir_instr_remove(&vec->instr);
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ralloc_free(vec);
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progress = true;
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if (!(finished_write_mask & (1 << i)))
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finished_write_mask |= insert_mov(vec, i, b->shader);
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}
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return progress;
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}
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nir_instr_remove(&vec->instr);
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ralloc_free(vec);
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static bool
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nir_lower_vec_to_movs_impl(nir_function_impl *impl)
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{
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bool progress = false;
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nir_foreach_block(block, impl) {
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progress |= lower_vec_to_movs_block(block, impl);
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}
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if (progress) {
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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} else {
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nir_metadata_preserve(impl, nir_metadata_all);
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}
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return progress;
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return true;
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}
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bool
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nir_lower_vec_to_movs(nir_shader *shader)
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{
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bool progress = false;
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nir_foreach_function(function, shader) {
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if (function->impl)
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progress = nir_lower_vec_to_movs_impl(function->impl) || progress;
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}
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return progress;
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return nir_shader_instructions_pass(shader,
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nir_lower_vec_to_movs_instr,
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nir_metadata_block_index |
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nir_metadata_dominance,
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NULL);
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}
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