Mesa (master): radv: Add NIR loop unrolling.

Bas Nieuwenhuizen bnieuwenhuizen at kemper.freedesktop.org
Mon May 1 22:53:19 UTC 2017


Module: Mesa
Branch: master
Commit: 14ae0bfa5400f2a325b93040a8e7734332c7469f
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=14ae0bfa5400f2a325b93040a8e7734332c7469f

Author: Bas Nieuwenhuizen <bas at basnieuwenhuizen.nl>
Date:   Wed Apr 26 22:29:01 2017 +0200

radv: Add NIR loop unrolling.

Not much effect on dota2/talos, but positive on deferred.

Signed-off-by: Bas Nieuwenhuizen <basni at google.com>
Reviewed-by: Timothy Arceri <timothy.arceri at itsqueeze.com>
Reviewed-by: Dave Airlie <airlied at redhat.com>

---

 src/amd/vulkan/radv_pipeline.c | 10 ++++++++++
 1 file changed, 10 insertions(+)

diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index ce18178a9d..3a5ac427ec 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -62,6 +62,7 @@ static const struct nir_shader_compiler_options nir_options = {
 	.lower_unpack_unorm_4x8 = true,
 	.lower_extract_byte = true,
 	.lower_extract_word = true,
+	.max_unroll_iterations = 32
 };
 
 VkResult radv_CreateShaderModule(
@@ -153,6 +154,12 @@ radv_optimize_nir(struct nir_shader *shader)
                 NIR_PASS(progress, shader, nir_copy_prop);
                 NIR_PASS(progress, shader, nir_opt_remove_phis);
                 NIR_PASS(progress, shader, nir_opt_dce);
+                if (nir_opt_trivial_continues(shader)) {
+                        progress = true;
+                        NIR_PASS(progress, shader, nir_copy_prop);
+                        NIR_PASS(progress, shader, nir_opt_dce);
+                }
+                NIR_PASS(progress, shader, nir_opt_if);
                 NIR_PASS(progress, shader, nir_opt_dead_cf);
                 NIR_PASS(progress, shader, nir_opt_cse);
                 NIR_PASS(progress, shader, nir_opt_peephole_select, 8);
@@ -160,6 +167,9 @@ radv_optimize_nir(struct nir_shader *shader)
                 NIR_PASS(progress, shader, nir_opt_constant_folding);
                 NIR_PASS(progress, shader, nir_opt_undef);
                 NIR_PASS(progress, shader, nir_opt_conditional_discard);
+                if (shader->options->max_unroll_iterations) {
+                        NIR_PASS(progress, shader, nir_opt_loop_unroll, 0);
+                }
         } while (progress);
 }
 




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