| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
| |
In this bit of code point_five can be NULL if the expression is not a
constant. This fixes it to match the pattern of the rest of the chunk
of code so that it checks for NULLs.
Cc: Matt Turner <mattst88@gmail.com>
Cc: "10.6" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
There is a piece of code that is trying to match expressions of the
form (mul (floor (add (abs x) 0.5) (sign x))). However the check for
the add expression wasn't checking whether it had the expected
operation. It looks like this was just an oversight because it doesn't
match the pattern for the rest of the code snippet. The existing line
to check whether add_expr!=NULL was added as part of a coverity fix in
3384179f.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91226
Cc: Matt Turner <mattst88@gmail.com>
Cc: "10.6" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
| |
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
|
|
|
|
| |
Found by Coverity.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but
mat4*(mat4*vec4) is only 32.
On HSW (with vec4 vertex shaders):
instructions in affected programs: 4420 -> 3194 (-27.74%)
On BDW (with scalar vertex shaders):
instructions in affected programs: 12756 -> 6726 (-47.27%)
Implementing a general matrix chain ordering is harder (or at least
tedious) because of having to walk the GLSL IR to create a list of
multiplicands. I'm guessing that this patch handles 90+% of cases, but
of course to tell definitively you'd have to implement the general
thing.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
|
|
|
|
|
|
| |
Transform this into b2f(or(a, b)).
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
| |
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
|
|
|
|
|
|
| |
total instructions in shared programs: 5950326 -> 5949286 (-0.02%)
instructions in affected programs: 88264 -> 87224 (-1.18%)
helped: 692
|
|
|
|
|
| |
Hurts some Psychonauts shaders, but after the next patch (which this
enables) they're fewer instructions than before this patch.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
| |
v3: Fix multi-line comment format (Ian)
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
| |
Cuts five instructions out of SynMark's Gl32VSInstancing benchmark.
|
|
|
|
|
|
| |
Will be used in the next commit.
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
Cuts two instructions out of SynMark's Gl32VSInstancing benchmark.
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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 d5fa8a95621169, 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>
|
|
|
|
|
|
|
|
| |
Helps one program in shader-db:
instructions in affected programs: 96 -> 92 (-4.17%)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
| |
Helps two programs in shader-db:
instructions in affected programs: 254 -> 234 (-7.87%)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
| |
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
| |
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
| |
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
| |
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)
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
| |
Surprisingly, this helps one vertex shader in 3DMMES.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
| |
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
| |
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
No shader-db changes, but seems like a good idea.
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
| |
A few Serious Sam 3 shaders affected:
instructions in affected programs: 4384 -> 4344 (-0.91%)
Reviewed-by: Eric Anholt <eric@anholt.net>
|