[Mesa-dev] [PATCH 1/6] glsl: Optimize pow(x, 2) into x * x.

Erik Faye-Lund kusmabite at gmail.com
Tue Mar 11 16:40:18 PDT 2014


On Wed, Mar 12, 2014 at 12:00 AM, Eric Anholt <eric at anholt.net> wrote:
> Erik Faye-Lund <kusmabite at gmail.com> writes:
>
>> On Tue, Mar 11, 2014 at 7:27 PM, Eric Anholt <eric at anholt.net> wrote:
>>> Erik Faye-Lund <kusmabite at gmail.com> writes:
>>>
>>>> On Tue, Mar 11, 2014 at 2:50 PM, Erik Faye-Lund <kusmabite at gmail.com> wrote:
>>>>> On Mon, Mar 10, 2014 at 11:54 PM, Matt Turner <mattst88 at gmail.com> wrote:
>>>>>> Cuts two instructions out of SynMark's Gl32VSInstancing benchmark.
>>>>>> ---
>>>>>>  src/glsl/opt_algebraic.cpp | 8 ++++++++
>>>>>>  1 file changed, 8 insertions(+)
>>>>>>
>>>>>> diff --git a/src/glsl/opt_algebraic.cpp b/src/glsl/opt_algebraic.cpp
>>>>>> index 5c49a78..8494bd9 100644
>>>>>> --- a/src/glsl/opt_algebraic.cpp
>>>>>> +++ b/src/glsl/opt_algebraic.cpp
>>>>>> @@ -528,6 +528,14 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
>>>>>>        if (is_vec_two(op_const[0]))
>>>>>>           return expr(ir_unop_exp2, ir->operands[1]);
>>>>>>
>>>>>> +      if (is_vec_two(op_const[1])) {
>>>>>> +         ir_variable *x = new(ir) ir_variable(ir->operands[1]->type, "x",
>>>>>> +                                              ir_var_temporary);
>>>>>> +         base_ir->insert_before(x);
>>>>>> +         base_ir->insert_before(assign(x, ir->operands[0]));
>>>>>> +         return mul(x, x);
>>>>>> +      }
>>>>>> +
>>>>>
>>>>> Is this safe? Since many GPUs implement pow(x, y) as exp2(log2(x) *
>>>>> y), this will give different results for if y comes from a uniform vs
>>>>> if it's a constant, no?
>>>
>>> Yes, but that wouldn't be covered by the "invariant" keyword.
>>>
>>>> To be a bit more clear: I don't think this is valid for expressions
>>>> writing to variables marked as invariant (or expressions taking part
>>>> in the calculations that leads up to invariant variable writes).
>>>>
>>>> I can't find anything allowing variance like this in the invariance
>>>> section of the GLSL 3.30 specifications. In particular, the list
>>>> following "To guarantee invariance of a particular output variable
>>>> across two programs, the following must also be true" doesn't seem to
>>>> require the values to be passed from the same source, only that the
>>>> same values are passed. And in this case, the value 2.0 is usually
>>>> exactly representable no matter what path it took there.
>>>>
>>>> Perhaps I'm being a bit too pedantic here, though.
>>>
>>> This file would do the same thing on the same expression tree in two
>>> different programs, so "invariant" is fine (we've probably got other
>>> problems with invariant, though).  The keyword you're probably thinking
>>> of is "precise", which isn't in GLSL we implement yet.
>>
>> Are you saying that this only rewrites "x = pow(y, 2.0)" and not
>> "const float e = 2.0; x = pow(y, e);"? If so, my point is moot,
>> indeed. But if that's *not* the case, then I think we're in trouble
>> still.
>
> The second would also get rewritten, because other passes will move the
> 2.0 into the pow.
>
> I thought I understood your objection, but now I don't.  I think you'll
> have to lay out the pair of shaders involving the invariant keyword that
> you think that would be broken by this pass.

My understanding is that
---8<---
invariant varying float v;
attribute float a;
const float e = 2.0;
void main()
{
v = pow(a, e);
}
---8<---
and
---8<---
invariant varying float v;
attribute float a;
uniform float e;
void main()
{
v = pow(a, e);
}
---8<---
...should produce the exact same result, as long as the latter is
passed 2.0 as the uniform e.

Because v is marked as invariant, the expressions writing to v are the
same, and the values passed in are the same.

If we rewrite the first one to do "a * a", we get a different result
on implementations that do "exp2(log2(a) * 2.0)" for the latter, due
to floating-point normalization in the intermediate steps.


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