[Mesa-dev] [PATCH 0/5] NIR vectorization
Connor Abbott
cwabbott0 at gmail.com
Sat Nov 14 18:59:39 PST 2015
This series adds an optimization to detect things like:
foo.x = bar.x + baz.x;
foo.y = bar.y + baz.y;
foo.z = bar.z + baz.z;
foo.w = bar.w + baz.w;
and turn them into:
foo = bar + baz;
which shows up distressingly often in shaders translated from D3D
bytecode, or by people who seemingly don't know that GLSL can do all
that vector-y stuff for you. There is a similar pass in GLSL IR, but it
can only handle operations on uniforms/inputs since it would've been too
difficult to handle more complicated cases. But now that we have NIR,
and the i965 vec4 backend uses NIR, we can write a much better pass
using the magic of SSA. Shader-db results are in the last patch.
Series is also available as the 'nir-vectorize' branch of my FDO repository.
Connor Abbott (5):
util/set: don't compare against deleted entries
util/hash_table: don't compare deleted entries
nir/array: add a few more helpers
nir: add a vectorization pass
i965/nir: use vectorization for non-scalar stages
src/glsl/Makefile.sources | 1 +
src/glsl/nir/nir.h | 2 +
src/glsl/nir/nir_array.h | 21 ++
src/glsl/nir/nir_opt_vectorize.c | 447 ++++++++++++++++++++++++++++++++++++
src/mesa/drivers/dri/i965/brw_nir.c | 8 +
src/util/hash_table.c | 3 +-
src/util/set.c | 3 +-
7 files changed, 483 insertions(+), 2 deletions(-)
create mode 100644 src/glsl/nir/nir_opt_vectorize.c
--
2.4.3
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