[Mesa-dev] [PATCH 5/5] nir: Recognize open-coded bitfield_reverse.

Jason Ekstrand jason at jlekstrand.net
Mon Feb 8 23:51:39 UTC 2016


On Mon, Feb 8, 2016 at 3:36 PM, Matt Turner <mattst88 at gmail.com> wrote:

> On Mon, Feb 8, 2016 at 12:04 PM, Jason Ekstrand <jason at jlekstrand.net>
> wrote:
> > On Thu, Feb 4, 2016 at 5:48 PM, Matt Turner <mattst88 at gmail.com> wrote:
> >>
> >> Helps 11 shaders in UnrealEngine4 demos.
> >>
> >> I seriously hope they would have given us bitfieldReverse() if we
> >> exposed GL 4.0 (but we do expose ARB_gpu_shader5, so why not use that
> >> anyway?).
> >>
> >> instructions in affected programs: 4875 -> 4633 (-4.96%)
> >> cycles in affected programs: 270516 -> 244516 (-9.61%)
> >>
> >> I suspect there's a *lot* of room to improve nir_search/opt_algebraic's
> >> handling of this. We'd actually like to match, e.g., step2 by matching
> >> step1 once and then doing a pointer comparison for the second instance
> >> of step1, but unfortunately we generate an enormous tuple for instead.
> >>
> >> The .text size increases by 6.5% and the .data by 17.5%.
> >>
> >>    text     data  bss    dec    hex  filename
> >>   22957    45224    0  68181  10a55  nir_libnir_la-nir_opt_algebraic.o
> >>   24461    53160    0  77621  12f35  nir_libnir_la-nir_opt_algebraic.o
> >>
> >> I'd be happy to remove this if Unreal4 uses bitfieldReverse() if it is
> >> in a GL 4.0 context once we expose GL 4.0.
> >> ---
> >> Maybe it'd be better do make this a separate pass capable of recognizing
> >> this
> >> pattern without blowing up the compiled code size. Probably worth
> checking
> >> whether they use bitfieldReverse() under GL 4.0 first...
> >>
> >>  src/compiler/nir/nir_opt_algebraic.py | 12 ++++++++++++
> >>  1 file changed, 12 insertions(+)
> >>
> >> diff --git a/src/compiler/nir/nir_opt_algebraic.py
> >> b/src/compiler/nir/nir_opt_algebraic.py
> >> index 0a248a2..f92c6b9 100644
> >> --- a/src/compiler/nir/nir_opt_algebraic.py
> >> +++ b/src/compiler/nir/nir_opt_algebraic.py
> >> @@ -311,6 +311,18 @@ optimizations = [
> >>       'options->lower_unpack_snorm_4x8'),
> >>  ]
> >>
> >> +def bitfield_reverse(u):
> >> +    step1 = ('ior', ('ishl', u, 16), ('ushr', u, 16))
> >> +    step2 = ('ior', ('ishl', ('iand', step1, 0x00ff00ff), 8), ('ushr',
> >> ('iand', step1, 0xff00ff00), 8))
> >> +    step3 = ('ior', ('ishl', ('iand', step2, 0x0f0f0f0f), 4), ('ushr',
> >> ('iand', step2, 0xf0f0f0f0), 4))
> >> +    step4 = ('ior', ('ishl', ('iand', step3, 0x33333333), 2), ('ushr',
> >> ('iand', step3, 0xcccccccc), 2))
> >> +    step5 = ('ior', ('ishl', ('iand', step4, 0x55555555), 1), ('ushr',
> >> ('iand', step4, 0xaaaaaaaa), 1))
> >> +
> >> +    return step5
> >
> >
> > Mind calling this "ue4_bitfield_reverse"?  You're not detecting a generic
> > bitfield reverse here.  With that, patches 1, 3, and 5 are
>
> Well, none of these optimizations are recognizing generic anything.
> What would a "generic bitfield reverse" be? Any sequence of
> instructions that performs a bitfield reverse? That sounds hard :)
>
> I find putting a reference to an application in the function name
> somewhat distasteful. I'm happy to put a comment above the function
> saying that his is the pattern that Unreal Engine 4 uses. We'll figure
> out how to rename the function in the unfortunate event that we find
> another, different, open-coded bitfield_reverse. :)
>

Sure.  That's a reasonable compromise.


>
> > Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>
>
> Thanks!
>
> (And thanks to Dylan for helping me figure out the Python in 4/5)
>
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