[Mesa-dev] Mesa (master): glsl: Immediately inline built-ins rather than generating calls.

Brian Paul brianp at vmware.com
Tue Oct 18 22:38:17 UTC 2016


Hi Ken,

I found that this patch causes a regression.  There's a Windows medical 
app which fails to link some shaders since this change.

Basically, when the gl_Position VS input is declared as invariant the 
linker fails with:

error: declarations for uniform `gl_ModelViewProjectionMatrix' have 
mismatching invariant qualifiers

I haven't investigated how to fix this.  I'm hoping you can see a simple 
fix.

The attached piglit shader_runner script demonstrates the issue.  Passes 
w/ NVIDIA.

Thanks!

-Brian



On 09/23/2016 05:45 PM, Kenneth Graunke wrote:
> Module: Mesa
> Branch: master
> Commit: b04ef3c08a288a5857349c9e582ee2718fa562f7
> URL:    https://urldefense.proofpoint.com/v2/url?u=http-3A__cgit.freedesktop.org_mesa_mesa_commit_-3Fid-3Db04ef3c08a288a5857349c9e582ee2718fa562f7&d=CwIGaQ&c=Sqcl0Ez6M0X8aeM67LKIiDJAXVeAw-YihVMNtXt-uEs&r=T0t4QG7chq2ZwJo6wilkFznRSFy-8uDKartPGbomVj8&m=m7lwXZjH2_UAMD5u1FWrl6EmaAyly794Od4UBt09XC4&s=k1P13rDoBzgIU78tLDWd_Qo9GTSr_IX2GSRtdfMrDeI&e=
>
> Author: Kenneth Graunke <kenneth at whitecape.org>
> Date:   Fri May 30 23:52:22 2014 -0700
>
> glsl: Immediately inline built-ins rather than generating calls.
>
> In the past, we imported the prototypes of built-in functions, generated
> calls to those, and waited until link time to resolve the calls and
> import the actual code for the built-in functions.
>
> This severely limited our compile-time optimization opportunities: even
> trivial functions like dot() were represented as function calls.  We
> also had no way of reasoning about those calls; they could have been
> 1,000 line functions with side-effects for all we knew.
>
> Practically all built-in functions are trivial translations to
> ir_expression opcodes, so it makes sense to just generate those inline.
> Since we eventually inline all functions anyway, we may as well just do
> it for all built-in functions.
>
> There's only one snag: built-in functions that refer to built-in global
> variables need those remapped to the variables in the shader being
> compiled, rather than the ones in the built-in shader.  Currently,
> ftransform() is the only function matching those criteria, so it seemed
> easier to just make it a special case.
>
> On Skylake:
>
> total instructions in shared programs: 12023491 -> 12024010 (0.00%)
> instructions in affected programs: 77595 -> 78114 (0.67%)
> helped: 97
> HURT: 309
>
> total cycles in shared programs: 137239044 -> 137295498 (0.04%)
> cycles in affected programs: 16714026 -> 16770480 (0.34%)
> helped: 4663
> HURT: 4923
>
> while these statistics are in the wrong direction, the number of
> hurt programs is small (309 / 41282 = 0.75%), and I don't think
> anything can be done about it.  A change like this significantly
> alters the order in which optimizations are performed.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> Reviewed-by; Ian Romanick <ian.d.romanick at intel.com>
>
> ---
>
>   src/compiler/glsl/ast_function.cpp | 46 ++++++++++++++++++--------------------
>   1 file changed, 22 insertions(+), 24 deletions(-)
>
> diff --git a/src/compiler/glsl/ast_function.cpp b/src/compiler/glsl/ast_function.cpp
> index 7e62ab7..ac3b52d 100644
> --- a/src/compiler/glsl/ast_function.cpp
> +++ b/src/compiler/glsl/ast_function.cpp
> @@ -430,7 +430,8 @@ generate_call(exec_list *instructions, ir_function_signature *sig,
>                 exec_list *actual_parameters,
>                 ir_variable *sub_var,
>                 ir_rvalue *array_idx,
> -              struct _mesa_glsl_parse_state *state)
> +              struct _mesa_glsl_parse_state *state,
> +              bool inline_immediately)
>   {
>      void *ctx = state;
>      exec_list post_call_conversions;
> @@ -542,6 +543,10 @@ generate_call(exec_list *instructions, ir_function_signature *sig,
>      ir_call *call = new(ctx) ir_call(sig, deref,
>                                       actual_parameters, sub_var, array_idx);
>      instructions->push_tail(call);
> +   if (inline_immediately) {
> +      call->generate_inline(call);
> +      call->remove();
> +   }
>
>      /* Also emit any necessary out-parameter conversions. */
>      instructions->append_list(&post_call_conversions);
> @@ -557,19 +562,18 @@ match_function_by_name(const char *name,
>                          exec_list *actual_parameters,
>                          struct _mesa_glsl_parse_state *state)
>   {
> -   void *ctx = state;
>      ir_function *f = state->symbols->get_function(name);
>      ir_function_signature *local_sig = NULL;
>      ir_function_signature *sig = NULL;
>
>      /* Is the function hidden by a record type constructor? */
>      if (state->symbols->get_type(name))
> -      goto done; /* no match */
> +      return sig; /* no match */
>
>      /* Is the function hidden by a variable (impossible in 1.10)? */
>      if (!state->symbols->separate_function_namespace
>          && state->symbols->get_variable(name))
> -      goto done; /* no match */
> +      return sig; /* no match */
>
>      if (f != NULL) {
>         /* In desktop GL, the presence of a user-defined signature hides any
> @@ -583,31 +587,15 @@ match_function_by_name(const char *name,
>         sig = local_sig = f->matching_signature(state, actual_parameters,
>                                                 allow_builtins, &is_exact);
>         if (is_exact)
> -         goto done;
> +         return sig;
>
>         if (!allow_builtins)
> -         goto done;
> +         return sig;
>      }
>
>      /* Local shader has no exact candidates; check the built-ins. */
>      _mesa_glsl_initialize_builtin_functions();
>      sig = _mesa_glsl_find_builtin_function(state, name, actual_parameters);
> -
> - done:
> -   if (sig != NULL) {
> -      /* If the match is from a linked built-in shader, import the
> -       * prototype.
> -       */
> -      if (sig != local_sig) {
> -         if (f == NULL) {
> -            f = new(ctx) ir_function(name);
> -            state->symbols->add_global_function(f);
> -            emit_function(state, f);
> -         }
> -         sig = sig->clone_prototype(f, NULL);
> -         f->add_signature(sig);
> -      }
> -   }
>      return sig;
>   }
>
> @@ -2142,6 +2130,16 @@ ast_function_expression::hir(exec_list *instructions,
>                                            this->expressions)) {
>            /* an error has already been emitted */
>            value = ir_rvalue::error_value(ctx);
> +      } else if (sig->is_builtin() && strcmp(func_name, "ftransform") == 0) {
> +         /* ftransform refers to global variables, and we don't have any code
> +          * for remapping the variable references in the built-in shader.
> +          */
> +         ir_variable *mvp =
> +            state->symbols->get_variable("gl_ModelViewProjectionMatrix");
> +         ir_variable *vtx = state->symbols->get_variable("gl_Vertex");
> +         value = new(ctx) ir_expression(ir_binop_mul, glsl_type::vec4_type,
> +                                        new(ctx) ir_dereference_variable(mvp),
> +                                        new(ctx) ir_dereference_variable(vtx));
>         } else {
>            if (state->stage == MESA_SHADER_TESS_CTRL &&
>                sig->is_builtin() && strcmp(func_name, "barrier") == 0) {
> @@ -2162,8 +2160,8 @@ ast_function_expression::hir(exec_list *instructions,
>               }
>            }
>
> -         value = generate_call(instructions, sig,
> -                               &actual_parameters, sub_var, array_idx, state);
> +         value = generate_call(instructions, sig, &actual_parameters, sub_var,
> +                               array_idx, state, sig->is_builtin());
>            if (!value) {
>               ir_variable *const tmp = new(ctx) ir_variable(glsl_type::void_type,
>                                                             "void_var",
>
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>

-------------- next part --------------
[require]
GLSL >= 1.20

[vertex shader]

invariant gl_Position;

void main(void)
{
   gl_Position = ftransform();
}



[fragment shader]

void main(void)
{
   gl_FragColor = vec4(1.0);
}


[test]



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