This pass attempts to dectect code sequences like
if (x < y) {
z = y - x;
...
}
and replace them with sequences like
t = x - y;
if (t < 0) {
z = -t;
...
}
On architectures where the subtract can generate the flags used by the
if-statement, this saves an instruction. It's also possible that moving
an instruction out of the if-statement will allow
nir_opt_peephole_select to convert the whole thing to a bcsel.
Currently only floating point compares and adds are supported. Adding
support for integer will be a challenge due to integer overflow. There
are a couple possible solutions, but they may not apply to all
architectures.
v2: Fix a typo in the commit message and a couple typos in comments.
Fix possible NULL pointer deref from result of push_block(). Add
missing (-A + B) case. Suggested by Caio.
v3: Fix is_not_const_zero to work correctly with types other than
nir_type_float32. Suggested by Ken.
v4: Add some comments explaining how this works. Suggested by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This not only makes them safe for more bit sizes but it also fixes a bug
in is_zero_to_one where it would return true for constant NaN.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
V2: mark float opts as inexact
If one of the inputs to an mul/add is the result of another
mul/add there is a chance that we can reuse the result of that
mul/add in other calls if we do the multiplication in the right
order.
Also by attempting to move all constants to the top we increase
the chance of constant folding.
For example it is a fairly common pattern for shaders to do something
similar to this:
const float a = 0.5;
in vec4 b;
in float c;
...
b.x = b.x * c;
b.y = b.y * c;
...
b.x = b.x * a + a;
b.y = b.y * a + a;
So by simply detecting that constant a is part of the multiplication
in ffma and switching it with previous fmul that updates b we end up
with:
...
c = a * c;
...
b.x = b.x * c + a;
b.y = b.y * c + a;
Shader-db results BDW:
total instructions in shared programs: 13011050 -> 12967888 (-0.33%)
instructions in affected programs: 4118366 -> 4075204 (-1.05%)
helped: 17739
HURT: 1343
total cycles in shared programs: 246717952 -> 246410716 (-0.12%)
cycles in affected programs: 166870802 -> 166563566 (-0.18%)
helped: 18493
HURT: 7965
total spills in shared programs: 14937 -> 14560 (-2.52%)
spills in affected programs: 9331 -> 8954 (-4.04%)
helped: 284
HURT: 33
total fills in shared programs: 20211 -> 19671 (-2.67%)
fills in affected programs: 12586 -> 12046 (-4.29%)
helped: 286
HURT: 33
LOST: 39
GAINED: 33
Some of the hurt will go away when we shuffle things back down to the
bottom in the following patch. It's also noteworthy that almost all of the
spill changes are in Deus Ex both hurt and helped.
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Didn't turn out as useful as I'd hoped, but it will help alot more on
i965 by reducing regressions when we drop brw_do_channel_expressions()
and brw_do_vector_splitting().
I'm not sure how much sense 'is_not_used_by_conditional' makes on
platforms other than i965 but since this is a new opt it at least
won't do any harm.
shader-db BDW:
total instructions in shared programs: 13029581 -> 13029415 (-0.00%)
instructions in affected programs: 15268 -> 15102 (-1.09%)
helped: 86
HURT: 0
total cycles in shared programs: 247038346 -> 247036198 (-0.00%)
cycles in affected programs: 692634 -> 690486 (-0.31%)
helped: 183
HURT: 27
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Otherwise we will end up with an extra instruction to compare the
result of the inot.
On BDW:
total instructions in shared programs: 13060620 -> 13060481 (-0.00%)
instructions in affected programs: 103379 -> 103240 (-0.13%)
helped: 127
HURT: 0
total cycles in shared programs: 256590950 -> 256587408 (-0.00%)
cycles in affected programs: 11324730 -> 11321188 (-0.03%)
helped: 114
HURT: 21
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We turn these from bcsel into inot/b2f combos in order for other
optimisation passes to get further. Once we have finished turn
the ones that remain and are used in more than a single expression
back into a bcsel.
On BDW:
total instructions in shared programs: 13060965 -> 13060297 (-0.01%)
instructions in affected programs: 835701 -> 835033 (-0.08%)
helped: 670
HURT: 2
total cycles in shared programs: 256599536 -> 256598006 (-0.00%)
cycles in affected programs: 114655488 -> 114653958 (-0.00%)
helped: 419
HURT: 240
LOST: 0
GAINED: 1
The 2 HURT is because inserting bcsel creates the only use of
const 1.0 in two shaders from tri-of-friendship-and-madness.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Some optimizations, like converting integer multiply/divide into left/
right shifts, have additional constraints on the search expression.
Like requiring that a variable is a constant power of two. Support
these cases by allowing a fxn name to be appended to the search var
expression (ie. "a#32(is_power_of_two)").
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>