[Mesa-dev] [PATCH v2] mesa/st: provide native integers implementation of ir_unop_any
Roland Scheidegger
sroland at vmware.com
Tue May 13 10:14:10 PDT 2014
Am 13.05.2014 19:10, schrieb Ilia Mirkin:
> On Thu, May 8, 2014 at 7:52 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>> Previously, ir_unop_any was implemented via a dot-product call, which
>> uses floating point multiplication and addition. The multiplication was
>> completely pointless, and the addition can just as well be done with an
>> or. Since we know that the inputs are booleans, they must already be in
>> canonical 0/~0 format, and the final SNE can also be avoided.
>>
>> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
>> ---
>>
>> v1 -> v2:
>> - set swizzle mask on accum
>> - set swizzle mask on op
>>
>> Roland, Marek, the changes are relatively small compared to v1, but would be
>> nice to have another look if you don't mind.
>
> ping... you guys already looked at the v1, so the v2 should be a quick
> review hopefully :)
>
>>
>> Amazingly, only one test failed without those -- glsl-fs-any. All the other
>> any_*'s don't need this logic because they start out with a FSNE/etc which
>> takes care of the op's swizzles.
>>
>> This is what the glsl-fs-any shader looks like:
>>
>> uniform vec2 args;
>>
>> void main()
>> {
>> bvec2 argsb = bvec2(args);
>>
>> bvec2 v_true = bvec2(argsb.xx);
>> bvec2 v_some = bvec2(argsb.xy);
>> bvec2 v_none = bvec2(argsb.yy);
>> bool true1 = any(v_true);
>> bool true2 = any(v_some);
>> bool false1 = any(v_none);
>> gl_FragColor = vec4(float(true1), float(true2), float(false1), 0.0);
>> }
>>
>> FRAG
>> PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1
>> DCL OUT[0], COLOR
>> DCL CONST[0]
>> DCL TEMP[0..2], LOCAL
>> IMM[0] FLT32 { 0.0000, 1.0000, 0.0000, 0.0000}
>> 0: FSNE TEMP[0].xy, CONST[0].xyyy, IMM[0].xxxx
>> 1: MOV TEMP[1].w, IMM[0].xxxx
>> 2: OR TEMP[2].x, TEMP[0].xxxx, TEMP[0].xxxx
>> 3: AND TEMP[1].x, TEMP[2].xxxx, IMM[0].yyyy
>> 4: OR TEMP[2].x, TEMP[0].xxxx, TEMP[0].yyyy
>> 5: AND TEMP[2].x, TEMP[2].xxxx, IMM[0].yyyy
>> 6: MOV TEMP[1].y, TEMP[2].xxxx
>> 7: OR TEMP[0].x, TEMP[0].yyyy, TEMP[0].yyyy
>> 8: AND TEMP[0].x, TEMP[0].xxxx, IMM[0].yyyy
>> 9: MOV TEMP[1].z, TEMP[0].xxxx
>> 10: MOV OUT[0], TEMP[1]
>> 11: END
>>
>> Any half-decent optimizing backend should have no trouble removing the "or a,
>> a" types of things too, whereas that might have been trickier with a DP2 +
>> FSNE.
>>
>> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 100 ++++++++++++++++++++++-------
>> 1 file changed, 76 insertions(+), 24 deletions(-)
>>
>> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>> index bdee1f4..1a37ba9 100644
>> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>> @@ -1671,30 +1671,82 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
>> case ir_unop_any: {
>> assert(ir->operands[0]->type->is_vector());
>>
>> - /* After the dot-product, the value will be an integer on the
>> - * range [0,4]. Zero stays zero, and positive values become 1.0.
>> - */
>> - glsl_to_tgsi_instruction *const dp =
>> - emit_dp(ir, result_dst, op[0], op[0],
>> - ir->operands[0]->type->vector_elements);
>> - if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
>> - result_dst.type == GLSL_TYPE_FLOAT) {
>> - /* The clamping to [0,1] can be done for free in the fragment
>> - * shader with a saturate.
>> - */
>> - dp->saturate = true;
>> - } else if (result_dst.type == GLSL_TYPE_FLOAT) {
>> - /* Negating the result of the dot-product gives values on the range
>> - * [-4, 0]. Zero stays zero, and negative values become 1.0. This
>> - * is achieved using SLT.
>> - */
>> - st_src_reg slt_src = result_src;
>> - slt_src.negate = ~slt_src.negate;
>> - emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
>> - }
>> - else {
>> - /* Use SNE 0 if integers are being used as boolean values. */
>> - emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
>> + if (native_integers) {
>> + int dst_swizzle = 0, op0_swizzle, i;
>> + st_src_reg accum = op[0];
>> +
>> + op0_swizzle = op[0].swizzle;
>> + accum.swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 0),
>> + GET_SWZ(op0_swizzle, 0),
>> + GET_SWZ(op0_swizzle, 0),
>> + GET_SWZ(op0_swizzle, 0));
>> + for (i = 0; i < 4; i++) {
>> + if (result_dst.writemask & (1 << i)) {
>> + dst_swizzle = MAKE_SWIZZLE4(i, i, i, i);
>> + break;
>> + }
>> + }
>> + assert(i != 4);
>> + assert(ir->operands[0]->type->is_boolean());
>> +
>> + /* OR all the components together, since they should be either 0 or ~0
>> + */
>> + switch (ir->operands[0]->type->vector_elements) {
>> + case 4:
>> + op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 3),
>> + GET_SWZ(op0_swizzle, 3),
>> + GET_SWZ(op0_swizzle, 3),
>> + GET_SWZ(op0_swizzle, 3));
>> + emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]);
>> + accum = st_src_reg(result_dst);
>> + accum.swizzle = dst_swizzle;
>> + /* fallthrough */
>> + case 3:
>> + op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 2),
>> + GET_SWZ(op0_swizzle, 2),
>> + GET_SWZ(op0_swizzle, 2),
>> + GET_SWZ(op0_swizzle, 2));
>> + emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]);
>> + accum = st_src_reg(result_dst);
>> + accum.swizzle = dst_swizzle;
>> + /* fallthrough */
>> + case 2:
>> + op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 1),
>> + GET_SWZ(op0_swizzle, 1),
>> + GET_SWZ(op0_swizzle, 1),
>> + GET_SWZ(op0_swizzle, 1));
>> + emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]);
>> + break;
>> + default:
>> + assert(!"Unexpected vector size");
>> + break;
>> + }
>> + } else {
>> + /* After the dot-product, the value will be an integer on the
>> + * range [0,4]. Zero stays zero, and positive values become 1.0.
>> + */
>> + glsl_to_tgsi_instruction *const dp =
>> + emit_dp(ir, result_dst, op[0], op[0],
>> + ir->operands[0]->type->vector_elements);
>> + if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
>> + result_dst.type == GLSL_TYPE_FLOAT) {
>> + /* The clamping to [0,1] can be done for free in the fragment
>> + * shader with a saturate.
>> + */
>> + dp->saturate = true;
>> + } else if (result_dst.type == GLSL_TYPE_FLOAT) {
>> + /* Negating the result of the dot-product gives values on the range
>> + * [-4, 0]. Zero stays zero, and negative values become 1.0. This
>> + * is achieved using SLT.
>> + */
>> + st_src_reg slt_src = result_src;
>> + slt_src.negate = ~slt_src.negate;
>> + emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
>> + }
>> + else {
>> + /* Use SNE 0 if integers are being used as boolean values. */
>> + emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
>> + }
>> }
>> break;
>> }
>> --
>> 1.8.3.2
>>
Still looks good to me. I didn't spot the error in v1, why do you think
I'd spot errors here ;-).
Roland
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