[Mesa-dev] i965/vec4 (nir): Plan to implement cmod_propagation on vec4
Jason Ekstrand
jason at jlekstrand.net
Mon Sep 28 08:05:28 PDT 2015
On Sep 28, 2015 2:09 AM, "Alejandro PiƱeiro" <apinheiro at igalia.com> wrote:
>
> Hi,
>
> TL;DR:
>
> as there are several people working on improving the shader quality at
> vec4 using NIR, to avoid overlapping, Im explicitly announcing that this
> week I will work on implement an equivalent to fs_cmod_propagation but
> for the vec4 case.
>
> More details:
>
> While checking shader-db HURT regressions, shaders like these:
> unity/15.shader_test
> warzone2100/1.shader_test
> humus-celshading/4.shader_test
>
> are emitting extra movs when conditions are involved. Writing the
> equivalent fs shader, I found those are optimized by
> opt_cmod_propagation. I vaguely remembered that Jason mentioned it some
> months ago, and I found this email [1], where he suggest to implement
> that pass. So just in case someone else was already doing that, Im
> sending this email.
Hey Alejandro,
First off, thanks for working on this. Now that we've fixed the type
issues in copy propagation and register coalesce, I think this is probably
the last major back end issue required for getting decent results out of
NIR. Not that more work can't be done (it always can) but this solves the
last known NIR->backend translation issue.
I do have one comment for you to think about. In the fs backend we never
move a flag result *to* a GRF. We only ever use a CMP with a GRF
destination. In vec4, for our implementation of nir_op_banyN and
nir_op_ballN, we do something like this:
CMP null a b
MOV reg 0ud
MOV(+f0.0) reg 0xffffffffud
Where wise the ANY4H or ALL4H predicate on the second MOV. We should pick
up on this as a CMP that generates a special predicate so that a MOV.nz
that moves it to the flag actually tur s into a use of the ANY or ALL
predicate.
--Jason
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