I tried to be very careful while updating all the various drivers, but I don't have any of that hardware for testing. :( i965 is the only platform that sets always_precise = true, and it is only set true for fragment shaders. Gen4 and Gen5 both set lower_flrp32 only for vertex shaders. For fragment shaders, nir_op_flrp is lowered during code generation as a(1-c)+bc. On all other platforms 64-bit nir_op_flrp and on Gen11 32-bit nir_op_flrp are lowered using the old nir_opt_algebraic method. No changes on any other Intel platforms. v2: Add panfrost changes. Iron Lake and GM45 had similar results. (Iron Lake shown) total cycles in shared programs:tags/19.2-branchpoint188647754->188647748(<.01%) cycles in affected programs: 5096 -> 5090 (-0.12%) helped: 3 HURT: 0 helped stats (abs) min: 2 max: 2 x̄: 2.00 x̃: 2 helped stats (rel) min: 0.12% max: 0.12% x̄: 0.12% x̃: 0.12% Reviewed-by: Matt Turner <mattst88@gmail.com>
| @@ -124,6 +124,10 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively, | |||
| bool allow_copies) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (shader->options->lower_flrp16 ? 16 : 0) | | |||
| (shader->options->lower_flrp32 ? 32 : 0) | | |||
| (shader->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| @@ -164,6 +168,27 @@ radv_optimize_nir(struct nir_shader *shader, bool optimize_conservatively, | |||
| NIR_PASS(progress, shader, nir_opt_peephole_select, 8, true, true); | |||
| NIR_PASS(progress, shader, nir_opt_algebraic); | |||
| NIR_PASS(progress, shader, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| bool lower_flrp_progress; | |||
| NIR_PASS(lower_flrp_progress, | |||
| shader, | |||
| nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| shader->options->lower_ffma); | |||
| if (lower_flrp_progress) { | |||
| NIR_PASS(progress, shader, | |||
| nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only | |||
| * need to do this lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| NIR_PASS(progress, shader, nir_opt_undef); | |||
| NIR_PASS(progress, shader, nir_opt_conditional_discard); | |||
| if (shader->options->max_unroll_iterations) { | |||
| @@ -1301,6 +1301,10 @@ void | |||
| v3d_optimize_nir(struct nir_shader *s) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (s->options->lower_flrp16 ? 16 : 0) | | |||
| (s->options->lower_flrp32 ? 32 : 0) | | |||
| (s->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| @@ -1316,6 +1320,25 @@ v3d_optimize_nir(struct nir_shader *s) | |||
| NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true); | |||
| NIR_PASS(progress, s, nir_opt_algebraic); | |||
| NIR_PASS(progress, s, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| bool lower_flrp_progress; | |||
| NIR_PASS(lower_flrp_progress, s, nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| s->options->lower_ffma); | |||
| if (lower_flrp_progress) { | |||
| NIR_PASS(progress, s, nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only | |||
| * need to do this lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| NIR_PASS(progress, s, nir_opt_undef); | |||
| } while (progress); | |||
| @@ -143,9 +143,6 @@ optimizations = [ | |||
| (('~flrp', a, b, ('b2f', 'c@1')), ('bcsel', c, b, a), 'options->lower_flrp32'), | |||
| (('~flrp', a, 0.0, c), ('fadd', ('fmul', ('fneg', a), c), a)), | |||
| (('flrp@16', a, b, c), ('fadd', ('fmul', c, ('fsub', b, a)), a), 'options->lower_flrp16'), | |||
| (('flrp@32', a, b, c), ('fadd', ('fmul', c, ('fsub', b, a)), a), 'options->lower_flrp32'), | |||
| (('flrp@64', a, b, c), ('fadd', ('fmul', c, ('fsub', b, a)), a), 'options->lower_flrp64'), | |||
| (('ftrunc', a), ('bcsel', ('flt', a, 0.0), ('fneg', ('ffloor', ('fabs', a))), ('ffloor', ('fabs', a))), 'options->lower_ftrunc'), | |||
| (('ffloor', a), ('fsub', a, ('ffract', a)), 'options->lower_ffloor'), | |||
| (('fadd', a, ('fneg', ('ffract', a))), ('ffloor', a), '!options->lower_ffloor'), | |||
| @@ -112,6 +112,11 @@ static void | |||
| ir3_optimize_loop(nir_shader *s) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (s->options->lower_flrp16 ? 16 : 0) | | |||
| (s->options->lower_flrp32 ? 32 : 0) | | |||
| (s->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| @@ -135,6 +140,22 @@ ir3_optimize_loop(nir_shader *s) | |||
| progress |= OPT(s, nir_opt_intrinsics); | |||
| progress |= OPT(s, nir_opt_algebraic); | |||
| progress |= OPT(s, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| if (OPT(s, nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| s->options->lower_ffma)) { | |||
| OPT(s, nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only | |||
| * need to do this lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| progress |= OPT(s, nir_opt_dead_cf); | |||
| if (OPT(s, nir_opt_trivial_continues)) { | |||
| progress |= true; | |||
| @@ -885,6 +885,10 @@ static void | |||
| optimise_nir(nir_shader *nir) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (nir->options->lower_flrp16 ? 16 : 0) | | |||
| (nir->options->lower_flrp32 ? 32 : 0) | | |||
| (nir->options->lower_flrp64 ? 64 : 0); | |||
| NIR_PASS(progress, nir, nir_lower_regs_to_ssa); | |||
| NIR_PASS(progress, nir, midgard_nir_lower_fdot2); | |||
| @@ -909,6 +913,27 @@ optimise_nir(nir_shader *nir) | |||
| NIR_PASS(progress, nir, nir_opt_peephole_select, 64, false, true); | |||
| NIR_PASS(progress, nir, nir_opt_algebraic); | |||
| NIR_PASS(progress, nir, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| bool lower_flrp_progress; | |||
| NIR_PASS(lower_flrp_progress, | |||
| nir, | |||
| nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| nir->options->lower_ffma); | |||
| if (lower_flrp_progress) { | |||
| NIR_PASS(progress, nir, | |||
| nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only | |||
| * need to do this lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| NIR_PASS(progress, nir, nir_opt_undef); | |||
| NIR_PASS(progress, nir, nir_opt_loop_unroll, | |||
| nir_var_shader_in | | |||
| @@ -815,6 +815,11 @@ void | |||
| si_nir_opts(struct nir_shader *nir) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (sel->nir->options->lower_flrp16 ? 16 : 0) | | |||
| (sel->nir->options->lower_flrp32 ? 32 : 0) | | |||
| (sel->nir->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| @@ -844,6 +849,25 @@ si_nir_opts(struct nir_shader *nir) | |||
| NIR_PASS(progress, nir, nir_opt_algebraic); | |||
| NIR_PASS(progress, nir, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| bool lower_flrp_progress; | |||
| NIR_PASS(lower_flrp_progress, sel->nir, nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| sel->nir->options->lower_ffma); | |||
| if (lower_flrp_progress) { | |||
| NIR_PASS(progress, sel->nir, | |||
| nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only | |||
| * need to do this lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| NIR_PASS(progress, nir, nir_opt_undef); | |||
| NIR_PASS(progress, nir, nir_opt_conditional_discard); | |||
| if (nir->options->max_unroll_iterations) { | |||
| @@ -1527,6 +1527,10 @@ static void | |||
| vc4_optimize_nir(struct nir_shader *s) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (s->options->lower_flrp16 ? 16 : 0) | | |||
| (s->options->lower_flrp32 ? 32 : 0) | | |||
| (s->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| @@ -1542,6 +1546,24 @@ vc4_optimize_nir(struct nir_shader *s) | |||
| NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true); | |||
| NIR_PASS(progress, s, nir_opt_algebraic); | |||
| NIR_PASS(progress, s, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| bool lower_flrp_progress; | |||
| NIR_PASS(lower_flrp_progress, s, nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| s->options->lower_ffma); | |||
| if (lower_flrp_progress) { | |||
| NIR_PASS(progress, s, nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only | |||
| * need to do this lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| NIR_PASS(progress, s, nir_opt_undef); | |||
| NIR_PASS(progress, s, nir_opt_loop_unroll, | |||
| nir_var_shader_in | | |||
| @@ -538,6 +538,11 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler, | |||
| brw_nir_no_indirect_mask(compiler, nir->info.stage); | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (nir->options->lower_flrp16 ? 16 : 0) | | |||
| (nir->options->lower_flrp32 ? 32 : 0) | | |||
| (nir->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| OPT(nir_split_array_vars, nir_var_function_temp); | |||
| @@ -598,6 +603,24 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler, | |||
| OPT(nir_opt_idiv_const, 32); | |||
| OPT(nir_opt_algebraic); | |||
| OPT(nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| /* To match the old behavior, set always_precise only for scalar | |||
| * shader stages. | |||
| */ | |||
| if (OPT(nir_lower_flrp, | |||
| lower_flrp, | |||
| is_scalar /* always_precise */, | |||
| compiler->devinfo->gen >= 6)) { | |||
| OPT(nir_opt_constant_folding); | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only need to do this | |||
| * lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| OPT(nir_opt_dead_cf); | |||
| if (OPT(nir_opt_trivial_continues)) { | |||
| /* If nir_opt_trivial_continues makes progress, then we need to clean | |||
| @@ -304,6 +304,11 @@ void | |||
| st_nir_opts(nir_shader *nir, bool scalar) | |||
| { | |||
| bool progress; | |||
| unsigned lower_flrp = | |||
| (nir->options->lower_flrp16 ? 16 : 0) | | |||
| (nir->options->lower_flrp32 ? 32 : 0) | | |||
| (nir->options->lower_flrp64 ? 64 : 0); | |||
| do { | |||
| progress = false; | |||
| @@ -332,6 +337,25 @@ st_nir_opts(nir_shader *nir, bool scalar) | |||
| NIR_PASS(progress, nir, nir_opt_algebraic); | |||
| NIR_PASS(progress, nir, nir_opt_constant_folding); | |||
| if (lower_flrp != 0) { | |||
| bool lower_flrp_progress; | |||
| NIR_PASS(lower_flrp_progress, nir, nir_lower_flrp, | |||
| lower_flrp, | |||
| false /* always_precise */, | |||
| nir->options->lower_ffma); | |||
| if (lower_flrp_progress) { | |||
| NIR_PASS(progress, nir, | |||
| nir_opt_constant_folding); | |||
| progress = true; | |||
| } | |||
| /* Nothing should rematerialize any flrps, so we only need to do this | |||
| * lowering once. | |||
| */ | |||
| lower_flrp = 0; | |||
| } | |||
| NIR_PASS(progress, nir, nir_opt_undef); | |||
| NIR_PASS(progress, nir, nir_opt_conditional_discard); | |||
| if (nir->options->max_unroll_iterations) { | |||