Commit Graph

62 Commits

Author SHA1 Message Date
Matt Turner
b481ebbe39 glsl: Recognize sat(add(b2f(a), b2f(b))) as a logical OR.
Transform this into b2f(or(a, b)).

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-03-24 14:43:37 -07:00
Matt Turner
c8e8f66036 glsl: Recognize mul(b2f(a), b2f(b)) as a logical AND.
Transform this into b2f(and(a, b)).

total instructions in shared programs: 6190291 -> 6189225 (-0.02%)
instructions in affected programs:     267247 -> 266181 (-0.40%)
helped:                                866

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-03-24 14:43:37 -07:00
Samuel Iglesias Gonsalvez
b43bbfa90a glsl: optimize (0 cmp x + y) into (-x cmp y).
The optimization done by commit 34ec1a24d did not take it into account.

Fixes:

dEQP-GLES3.functional.shaders.random.all_features.fragment.20

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.4 10.5" <mesa-stable@lists.freedesktop.org>
2015-03-13 16:40:20 +01:00
Brian Paul
667dac9d40 glsl: silence uninitialized var warning on MinGW
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2015-02-27 15:22:25 -07:00
Matt Turner
cb25087c7b glsl: Rewrite and fix min/max to saturate optimization.
There were some bugs, and the code was really difficult to follow. We
would optimize

   min(max(x, b), 1.0) into max(sat(x), b)

but not pay attention to the order of min/max and also do

   max(min(x, b), 1.0) into max(sat(x), b)

Corrects four shaders from Champions of Regnum that do

   min(max(x, 1), 10)

and corrects rendering of Mass Effect under VMware Workstation.

Cc: "10.4 10.5" <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89180
Reviewed-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-02-25 08:44:49 -08:00
Dave Airlie
8609b53716 glsl: Add support doubles in optimization passes
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-02-19 00:28:34 -05:00
Matt Turner
69ad5fd4ce glsl: Optimize (f2i(trunc x)) into (f2i x).
total instructions in shared programs: 5950326 -> 5949286 (-0.02%)
instructions in affected programs:     88264 -> 87224 (-1.18%)
helped:                                692
2015-02-11 13:50:19 -08:00
Matt Turner
c262b2b582 glsl: Optimize round-half-up pattern.
Hurts some Psychonauts shaders, but after the next patch (which this
enables) they're fewer instructions than before this patch.
2015-02-11 13:50:19 -08:00
Matt Turner
ea0f0eb6c0 glsl: Optimize 1/exp(x) into exp(-x).
Lots of shaders divide by exp2(...) which we turn into a multiplication
by the reciprocal. We can avoid the reciprocal by simply negating exp2's
argument.

total instructions in shared programs: 5947154 -> 5946695 (-0.01%)
instructions in affected programs:     118661 -> 118202 (-0.39%)
helped:                                380

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-02-10 17:48:44 -08:00
Abdiel Janulgue
4ea8c8d56c glsl: Don't optimize min/max into saturate when EmitNoSat is set
v3: Fix multi-line comment format (Ian)

Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
2014-12-08 20:14:17 +02:00
Matt Turner
be80f69ecd glsl: Optimize scalar all_equal/any_nequal into equal/nequal.
Cuts an instruction from two shaders in Tesseract, by allowing the
(x+y) cmp 0 -> x cmp -y optimization to take place.

instructions in affected programs:     1198 -> 1194 (-0.33%)

Reviewed-by: Eric Anholt <eric@anholt.net>
2014-12-05 09:49:42 -08:00
Matt Turner
5fbcb1b41d glsl: Remove now useless dot optimization on basis vect
The optimization in commit d056863b covers these cases, which were the
first optimizations I added to the GLSL compiler.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-11-03 11:27:50 -08:00
Matt Turner
336e76c143 glsl: Emit mul instead of dot if only one component left.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85683
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85691
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-11-03 11:27:38 -08:00
Matt Turner
d056863b3c glsl: Drop constant 0.0 components from dot products.
Helps a small number of vertex shaders in the games Dungeon Defenders
and Shank, as well as an internal benchmark.

instructions in affected programs:     2801 -> 2719 (-2.93%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-10-29 21:35:46 -07:00
Matt Turner
5ccdc23a86 glsl: Recognize open-coded pow(x, y).
pow(x, y) is equivalent to exp(log(x) * y).

instructions in affected programs:     578 -> 458 (-20.76%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-09-27 12:18:37 -07:00
Abdiel Janulgue
0e2ba3ee82 glsl: Optimize clamp(x, b, 1.0), where b > 0.0 as max(saturate(x),b)
v2: - Output max(saturate(x),b) instead of saturate(max(x,b))
    - Make sure we do component-wise comparison for vectors (Ian Romanick)
v3: - Add missing condition where the outer constant value is > 0.0 and
      inner constant is 1.0.
    - Fix comments to show that the optimization is a commutative operation
      (Matt Turner)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
2014-08-31 21:04:08 +03:00
Abdiel Janulgue
d92394c5d8 glsl: Optimize clamp(x, 0.0, b), where b < 1.0 as min(saturate(x),b)
v2: - Output min(saturate(x),b) instead of saturate(min(x,b)) suggested by Ilia Mirkin
    - Make sure we do component-wise comparison for vectors (Ian Romanick)
v3: - Add missing condition where the outer constant value is zero and
      inner constant is < 1
    - Fix comments to reflect we are doing a commutative operation (Matt Turner)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
2014-08-31 21:04:08 +03:00
Abdiel Janulgue
8f890b119e glsl: Optimize clamp(x, 0, 1) as saturate(x)
v2: - Check that the base type is float (Ian Romanick)
v3: - Make sure comments reflect that we are doing a commutative operation
    - Add missing condition where the inner constant is 1.0 and outer constant is 0.0
    - Make indexing of operands easier to read (Matt Turner)

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
2014-08-31 21:04:08 +03:00
Ian Romanick
316dafa27d glsl: Don't convert reductions of ivec to a dot-product
Mesa has an optimization that converts expressions like "v.x + v.y + v.z
+ v.w" into dot(v, 1.0).  And therein lies the rub: the other operand to
the dot-product is always a float... even if the vector is an ivec or
uvec.  This results in an assertion failure in ir_builder.

If the base type of the operand is not float, don't try the
optimization.  Dot-product is not valid on integer data.

Fixes piglit vs-integer-reduction.shader_test and OpenGL ES conformance
test ES2-CTS.gtf.GL2Tests.glGetUniform.glGetUniform.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Christoph Brill <egore911@gmail.com>
2014-06-25 10:56:32 -07:00
Matt Turner
e974781301 glsl: Optimize (v.x + v.y) + (v.z + v.w) into dot(v, 1.0).
Cuts five instructions out of SynMark's Gl32VSInstancing benchmark.
2014-06-19 16:11:52 -07:00
Matt Turner
f043971097 glsl: Pass in options to do_algebraic().
Will be used in the next commit.

Reviewed-by: Eric Anholt <eric@anholt.net>
2014-06-19 16:11:51 -07:00
Kenneth Graunke
73f80c20f6 glsl: Pass ctx->Const.NativeIntegers to do_algebraic.
The next patch will introduce an optimization that only works when
integers are not represented as floating point values.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-04-08 00:02:06 -07:00
Matt Turner
34ec1a24d6 glsl: Optimize (x + y cmp 0) into (x cmp -y).
Cuts a small handful of instructions in Serious Sam 3:

instructions in affected programs:     4692 -> 4666 (-0.55%)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-04-05 09:47:37 -07:00
Matt Turner
6cbc64c3cb glsl: Optimize pow(x, 2) into x * x.
Cuts two instructions out of SynMark's Gl32VSInstancing benchmark.

Reviewed-by: Eric Anholt <eric@anholt.net>
2014-03-18 23:20:29 -07:00
Kenneth Graunke
3f37dd913f glsl: Fix broken LRP algebraic optimization.
opt_algebraic was translating lrp(x, 0, a) into add(x, -mul(x, a)).

Unfortunately, this references "x" twice, which is invalid in the IR,
leading to assertion failures in the validator.

Normally, cloning IR solves this.  However, "x" could actually be an
arbitrary expression tree, so copying it could result in huge piles
of wasted computation.  This is why we avoid reusing subexpressions.

Instead, transform it into mul(x, add(1.0, -a)), which is equivalent
but doesn't need two references to "x".

Fixes a regression since d5fa8a9562, which isn't in any stable
branches.  Fixes 18 shaders in shader-db (bastion and yofrankie).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-03-02 13:35:03 -08:00
Matt Turner
d5fa8a9562 glsl: Optimize lrp(x, 0, a) into x - (x * a).
Helps one program in shader-db:

instructions in affected programs:     96 -> 92 (-4.17%)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-02-28 10:36:12 -08:00
Matt Turner
ecc6c3d4ab glsl: Optimize lrp(0, y, a) into y * a.
Helps two programs in shader-db:

instructions in affected programs:     254 -> 234 (-7.87%)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-02-28 10:36:06 -08:00
Eric Anholt
1e12dafcac glsl: Optimize triop_csel with all-true or all-false.
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-07 12:46:48 -08:00
Eric Anholt
de796b0ef0 glsl: Optimize various cases of fma (aka MAD).
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-07 12:46:48 -08:00
Eric Anholt
44577c4857 glsl: Optimize lrp(x, x, coefficient) --> x.
total instructions in shared programs: 1627754 -> 1624534 (-0.20%)
instructions in affected programs:     45748 -> 42528 (-7.04%)
GAINED:                                3
LOST:                                  0

(serious sam, humus domino demo)

Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-07 12:46:48 -08:00
Eric Anholt
d72956790f glsl: Optimize pow(x, 1) -> x.
total instructions in shared programs: 1627826 -> 1627754 (-0.00%)
instructions in affected programs:     6640 -> 6568 (-1.08%)
GAINED:                                0
LOST:                                  0

(HoN and savage2)

Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-07 12:46:48 -08:00
Eric Anholt
6d7c123d6c glsl: Optimize log(exp(x)) and exp(log(x)) into x.
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-07 12:46:47 -08:00
Eric Anholt
2c2aa35336 glsl: Optimize ~~x into x.
v2: Fix pasteo of an extra abs being inserted (caught by many).  Rewrite
    to drop the silly switch statement.

Reviewed-by: Matt Turner <mattst88@gmail.com> (v1)
2014-02-07 12:46:47 -08:00
Jordan Justen
8d37e9915a glsl: Optimize open-coded lrp into lrp.
total instructions in shared programs: 1498191 -> 1487051 (-0.74%)
instructions in affected programs:     669388 -> 658248 (-1.66%)
GAINED:                                1
LOST:                                  0

Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
2014-01-21 14:20:44 -08:00
Kenneth Graunke
847bc36a38 glsl: Optimize pow(2, x) --> exp2(x).
On Haswell, POW takes 24 cycles, while EXP2 only takes 14.  Plus, using
POW requires putting 2.0 in a register, while EXP2 doesn't.

I believe that EXP2 will be faster than POW on basically all GPUs, so
it makes sense to optimize it.

Looking at the savage2 subset of shader-db:
total instructions in shared programs: 113225 -> 113179 (-0.04%)
instructions in affected programs:     2139 -> 2093 (-2.15%)
instances of 'math pow':               795 -> 749 (-6.14%)
instances of 'math exp':               389 -> 435 (11.8%)

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-07 12:54:57 -08:00
Kenneth Graunke
d6c1d66d3a glsl: Optimize pow(1.0, X) --> 1.0.
Surprisingly, this helps one vertex shader in 3DMMES.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-07 12:54:57 -08:00
Eric Anholt
aa6d7bc6d6 glsl: Apply the transformation "1/rsq(x) == sqrt(x)" in opt_algebraic.
The comment was stale, because the lowering in question wasn't happening
in lower_instructions.cpp.  Presumably if the lowering ever moves there,
we can plumb the lowering mask through to opt_algebraic.

total instructions in shared programs: 1618696 -> 1616810 (-0.12%)
instructions in affected programs:     243018 -> 241132 (-0.78%)
GAINED:                                0
LOST:                                  0

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2013-11-15 11:33:07 -08:00
Eric Anholt
477f8cd08b glsl: Apply the transformation "(a ^^ a) -> false" in opt_algebraic.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2013-11-15 11:33:07 -08:00
Eric Anholt
58a98d32e4 glsl: Apply the transformation "(a && a) -> a" in opt_algebraic.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2013-11-15 11:33:07 -08:00
Eric Anholt
ee27048262 glsl: Apply the transformation "(a || a) -> a" in opt_algebraic.
total instructions in shared programs: 1732385 -> 1732373 (-0.00%)
instructions in affected programs:     416 -> 404 (-2.88%)
GAINED:                                0
LOST:                                  0

(That's 4 already-short fragment shaders in dota2)

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2013-11-15 11:33:07 -08:00
Eric Anholt
08bf52712e glsl: Drop no-op shifts involving 0.
I noticed this in a shader in Unigine Heaven that was spilling.  While it
doesn't really reduce register pressure, it shaves a few instructions
anyway (7955 -> 7882).

v2: Fix turning "0 >> x" into "x" instead of "0" (caught by Erik
    Faye-Lund).

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2013-10-28 14:07:31 -07:00
Eric Anholt
3a0fdf2ab6 glsl: Use ir_builder more in opt_algebraic.
While ir_builder is slightly less efficient, we're only increasing the
work when there's actual optimization being done, and it's way more
readable code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2013-10-28 14:07:31 -07:00
Eric Anholt
27bcb5063f glsl: Move common code out of opt_algebraic's handle_expression().
Matt and I had each screwed up these common required patterns recently, in
ways that wouldn't have been noticed for a long time if not for code
review.  Just enforce it in the caller so that we don't rely on code
review catching these bugs.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2013-10-28 14:07:31 -07:00
Matt Turner
64c081e8b7 glsl: Optimize (not A) and (not B) into not (A or B).
No shader-db changes, but seems like a good idea.

Reviewed-by: Eric Anholt <eric@anholt.net>
2013-10-25 10:35:18 -07:00
Matt Turner
65a600f58a glsl: Optimize (not A) or (not B) into not (A and B).
A few Serious Sam 3 shaders affected:

instructions in affected programs:     4384 -> 4344 (-0.91%)

Reviewed-by: Eric Anholt <eric@anholt.net>
2013-10-25 10:35:13 -07:00
Matt Turner
f1e605f1ad glsl: Optimize -(-expr) into expr.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-10-21 22:53:36 -07:00
Matt Turner
963df4d37d glsl: Optimize abs(-expr) and abs(abs(expr)) into abs(expr).
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-10-21 22:53:36 -07:00
Matt Turner
5b3aec412e glsl: Use saved values instead of recomputing them.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-10-21 22:53:36 -07:00
Matt Turner
a360ca7476 glsl: Optimize mul(a, -1) into neg(a).
Two extra instructions in some heroesofnewerth shaders, but a win for
everything else.

total instructions in shared programs: 1531352 -> 1530815 (-0.04%)
instructions in affected programs:     121898 -> 121361 (-0.44%)

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-10-16 20:49:43 -07:00
Matt Turner
499d8c6545 glsl: Add support for new bit built-ins in ARB_gpu_shader5.
v2: Move use of ir_binop_bfm and ir_triop_bfi to a later patch.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2013-05-06 10:17:13 -07:00