On Aug 10, 2016 1:02 AM, "Erik Faye-Lund" <kusmab...@gmail.com> wrote: > > On Wed, Aug 10, 2016 at 4:30 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: > > On Haswell (GL 3.3): > > > > total instructions in shared programs: 6208759 -> 6203860 (-0.08%) > > instructions in affected programs: 856541 -> 851642 (-0.57%) > > helped: 3157 > > HURT: 113 > > LOST: 7 > > GAINED: 15 > > > > On Broadwell (GL 4.4): > > > > total instructions in shared programs: 11637854 -> 11632016 (-0.05%) > > instructions in affected programs: 1055693 -> 1049855 (-0.55%) > > helped: 3900 > > HURT: 176 > > LOST: 1 > > GAINED: 18 > > > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > > --- > > src/compiler/nir/nir_opt_algebraic.py | 4 ++++ > > 1 file changed, 4 insertions(+) > > > > diff --git a/src/compiler/nir/nir_opt_algebraic.py b/src/compiler/nir/nir_opt_algebraic.py > > index 1cf614c..4e9896f 100644 > > --- a/src/compiler/nir/nir_opt_algebraic.py > > +++ b/src/compiler/nir/nir_opt_algebraic.py > > @@ -251,6 +251,10 @@ optimizations = [ > > (('ieq', 'a@bool', False), ('inot', 'a')), > > (('bcsel', a, True, False), ('ine', a, 0)), > > (('bcsel', a, False, True), ('ieq', a, 0)), > > + (('bcsel@32', a, 1.0, 0.0), ('b2f', ('ine', a, 0))), > > + (('bcsel@32', a, 0.0, 1.0), ('b2f', ('ieq', a, 0))), > > + (('bcsel@32', a, -1.0, -0.0), ('fneg', ('b2f', ('ine', a, 0)))), > > + (('bcsel@32', a, -0.0, -1.0), ('fneg', ('b2f', ('ieq', a, 0)))), > > (('bcsel', True, b, c), b), > > (('bcsel', False, b, c), c), > > # The result of this should be hit by constant propagation and, in the > > Same as the previous patch, this smells like intel-isms. Hardware that > has native bcsel with support for two inline immediates will do better > without.
Why? If you're back-end handles b2f *worse* then bcsel of two components, then it's broken. Also, we have a lot of optimization in NIR to help cut through "fake booleans" where shaders use 0.0 and 1.0 and math operations instead of actual booleans. Recognising hand-coded b2f suddenly enables more of these optimization paths to run on the shader. That 0.57% isn't all just immediates being removed.
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