[Mesa-dev] [PATCH 06/16] nir: improve convert_yuv_to_rgb when fuse_ffma=true
Jonathan Marek
jonathan at marek.ca
Mon Jan 7 16:54:55 UTC 2019
Hi,
Did you get a chance try this? If not, I might be able to try it myself
as I have Intel HW.
On 12/19/18 12:34 PM, Lionel Landwerlin wrote:
> 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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