[Mesa-dev] odd translation from glsl to tgsi for ir_unop_any_nequal
Ilia Mirkin
imirkin at alum.mit.edu
Wed May 7 17:38:22 PDT 2014
So... this shader (from
generated_tests/spec/glsl-1.10/execution/built-in-functions/fs-op-eq-mat2-mat2.shader_test):
uniform mat2 arg0;
uniform mat2 arg1;
void main()
{
bool result = (arg0 == arg1);
gl_FragColor = vec4(result, 0.0, 0.0, 0.0);
}
Which becomes the following IR:
(
(declare (shader_out ) vec4 gl_FragColor)
(declare (temporary ) vec4 gl_FragColor)
(declare (uniform ) mat2 arg0)
(declare (uniform ) mat2 arg1)
(function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 vec_ctor)
(assign (yzw) (var_ref vec_ctor) (constant vec3 (0.0 0.0 0.0)) )
(declare (temporary ) bvec2 mat_cmp_bvec)
(assign (x) (var_ref mat_cmp_bvec) (expression bool any_nequal
(array_ref (var_ref arg1) (constant int (0)) ) (array_ref (var_ref
arg0) (constant int (0)) ) ) )
(assign (y) (var_ref mat_cmp_bvec) (expression bool any_nequal
(array_ref (var_ref arg1) (constant int (1)) ) (array_ref (var_ref
arg0) (constant int (1)) ) ) )
(assign (x) (var_ref vec_ctor) (expression float b2f
(expression bool ! (expression bool any (var_ref mat_cmp_bvec) ) ) ) )
(assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) )
(assign (xyzw) (var_ref gl_FragColor at 4) (var_ref gl_FragColor) )
))
)
When converted to TGS becomes:
FRAG
PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1
DCL OUT[0], COLOR
DCL CONST[0..3]
DCL TEMP[0..2], LOCAL
IMM[0] FLT32 { 0.0000, 1.0000, 0.0000, 0.0000}
IMM[1] INT32 {0, 0, 0, 0}
0: MOV TEMP[0].yzw, IMM[0].xxxx
1: FSNE TEMP[1].xy, CONST[2].xyyy, CONST[0].xyyy
2: OR TEMP[1].x, TEMP[1].xxxx, TEMP[1].yyyy
3: FSNE TEMP[2].xy, CONST[3].xyyy, CONST[1].xyyy
4: OR TEMP[2].x, TEMP[2].xxxx, TEMP[2].yyyy
5: MOV TEMP[1].y, TEMP[2].xxxx
6: DP2 TEMP[1].x, TEMP[1].xyyy, TEMP[1].xyyy
7: USNE TEMP[1].x, TEMP[1].xxxx, IMM[1].xxxx
8: NOT TEMP[1].x, TEMP[1].xxxx
9: AND TEMP[0].x, TEMP[1].xxxx, IMM[0].yyyy
10: MOV OUT[0], TEMP[0]
11: END
Note that FSNE/OR are used, implying that the integer version of these
is expected. However then it goes on to use DP2, which, as I
understand, does a floating point multiply + add. Now, this _happens_
to work out, since the integer representations of float 0 and int 0
are the same, and those are really the only possilibities we care
about.
However this seems really dodgy... wouldn't it be clearer to use
either SNE + OR (which would still work!) + DP2, or alternatively AND
them all together instead of SNE/DP2? This seems to come in via
ir_unop_any_nequal. IMO the latter would be better since it keeps
things in integer space, and presumably AND's are cheaper than
fmul/fadd.
I noticed this because nouveau's codegen logic isn't able to optimize
this intelligently and I was trying to figure out why.
Thoughts?
-ilia
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