[Mesa-dev] [PATCH 06/16] nir: improve convert_yuv_to_rgb when fuse_ffma=true
Lionel Landwerlin
lionel.g.landwerlin at intel.com
Wed Dec 19 17:34:15 UTC 2018
Hey Jonathan,
I'm kind of curious as to whether we can have a single expression that
pretty much generates the same final code (through some of the algebraic
lowering/optimizations).
I'll give it a try on Intel HW, see what it does.
-
Lionel
On 19/12/2018 16:39, Jonathan Marek wrote:
> When ffma is available, we can use a different arrangement of constants to
> get a better result. On freedreno/ir3, this reduces the YUV->RGB to 7
> scalar ffma. On freedreno/a2xx, it will allow YUV->RGB to be 3 vec4 ffma.
>
> Signed-off-by: Jonathan Marek <jonathan at marek.ca>
> ---
> src/compiler/nir/nir_lower_tex.c | 62 ++++++++++++++++++++++----------
> 1 file changed, 43 insertions(+), 19 deletions(-)
>
> diff --git a/src/compiler/nir/nir_lower_tex.c b/src/compiler/nir/nir_lower_tex.c
> index 6a6b6c41a7..f7c821bb34 100644
> --- a/src/compiler/nir/nir_lower_tex.c
> +++ b/src/compiler/nir/nir_lower_tex.c
> @@ -342,25 +342,49 @@ convert_yuv_to_rgb(nir_builder *b, nir_tex_instr *tex,
> nir_ssa_def *y, nir_ssa_def *u, nir_ssa_def *v,
> nir_ssa_def *a)
> {
> - nir_const_value m[3] = {
> - { .f32 = { 1.0f, 0.0f, 1.59602678f, 0.0f } },
> - { .f32 = { 1.0f, -0.39176229f, -0.81296764f, 0.0f } },
> - { .f32 = { 1.0f, 2.01723214f, 0.0f, 0.0f } }
> - };
> -
> - nir_ssa_def *yuv =
> - nir_vec4(b,
> - nir_fmul(b, nir_imm_float(b, 1.16438356f),
> - nir_fadd(b, y, nir_imm_float(b, -16.0f / 255.0f))),
> - nir_channel(b, nir_fadd(b, u, nir_imm_float(b, -128.0f / 255.0f)), 0),
> - nir_channel(b, nir_fadd(b, v, nir_imm_float(b, -128.0f / 255.0f)), 0),
> - nir_imm_float(b, 0.0));
> -
> - nir_ssa_def *red = nir_fdot4(b, yuv, nir_build_imm(b, 4, 32, m[0]));
> - nir_ssa_def *green = nir_fdot4(b, yuv, nir_build_imm(b, 4, 32, m[1]));
> - nir_ssa_def *blue = nir_fdot4(b, yuv, nir_build_imm(b, 4, 32, m[2]));
> -
> - nir_ssa_def *result = nir_vec4(b, red, green, blue, a);
> + nir_ssa_def *result;
> +
> +
> + if (b->shader->options->fuse_ffma) {
> + nir_const_value m[4] = {
> + { .f32 = { 1.16438356f, 1.16438356f, 1.16438356f, 0.0f } },
> + { .f32 = { 0.0f, -0.39176229f, 2.01723214f, 0.0f } },
> + { .f32 = { 1.59602678f,-0.81296764f, 0.0f, 0.0f } },
> + };
> + static const float y_off = -16.0f * 1.16438356f / 255.0f;
> + static const float sc = 128.0f / 255.0f;
> +
> + nir_ssa_def *offset =
> + nir_vec4(b,
> + nir_imm_float(b, y_off - sc * 1.59602678f),
> + nir_imm_float(b, y_off + sc * (0.81296764f + 0.39176229f)),
> + nir_imm_float(b, y_off - sc * 2.01723214f),
> + a);
> +
> + result = nir_ffma(b, y, nir_build_imm(b, 4, 32, m[0]),
> + nir_ffma(b, u, nir_build_imm(b, 4, 32, m[1]),
> + nir_ffma(b, v, nir_build_imm(b, 4, 32, m[2]), offset)));
> + } else {
> + nir_const_value m[3] = {
> + { .f32 = { 1.0f, 0.0f, 1.59602678f, 0.0f } },
> + { .f32 = { 1.0f, -0.39176229f, -0.81296764f, 0.0f } },
> + { .f32 = { 1.0f, 2.01723214f, 0.0f, 0.0f } }
> + };
> +
> + nir_ssa_def *yuv =
> + nir_vec4(b,
> + nir_fmul(b, nir_imm_float(b, 1.16438356f),
> + nir_fadd(b, y, nir_imm_float(b, -16.0f / 255.0f))),
> + nir_channel(b, nir_fadd(b, u, nir_imm_float(b, -128.0f / 255.0f)), 0),
> + nir_channel(b, nir_fadd(b, v, nir_imm_float(b, -128.0f / 255.0f)), 0),
> + nir_imm_float(b, 0.0));
> +
> + nir_ssa_def *red = nir_fdot4(b, yuv, nir_build_imm(b, 4, 32, m[0]));
> + nir_ssa_def *green = nir_fdot4(b, yuv, nir_build_imm(b, 4, 32, m[1]));
> + nir_ssa_def *blue = nir_fdot4(b, yuv, nir_build_imm(b, 4, 32, m[2]));
> +
> + result = nir_vec4(b, red, green, blue, a);
> + }
>
> nir_ssa_def_rewrite_uses(&tex->dest.ssa, nir_src_for_ssa(result));
> }
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