From 9df1ff367813669c7f784a7f938ffe0412489377 Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Thu, 1 Oct 2020 18:25:37 -0500 Subject: [PATCH] nir/constant_folding: Use the builder Reviewed-by: Eric Anholt Part-of: --- src/compiler/nir/nir_opt_constant_folding.c | 90 +++++++++------------ 1 file changed, 40 insertions(+), 50 deletions(-) diff --git a/src/compiler/nir/nir_opt_constant_folding.c b/src/compiler/nir/nir_opt_constant_folding.c index 9dcb464c724..1d13f9c95d9 100644 --- a/src/compiler/nir/nir_opt_constant_folding.c +++ b/src/compiler/nir/nir_opt_constant_folding.c @@ -25,6 +25,8 @@ * */ +#include "nir.h" +#include "nir_builder.h" #include "nir_constant_expressions.h" #include @@ -33,14 +35,14 @@ */ struct constant_fold_state { - nir_shader *shader; - unsigned execution_mode; + nir_builder build; + bool has_load_constant; bool has_indirect_load_const; }; static bool -constant_fold_alu_instr(struct constant_fold_state *state, nir_alu_instr *instr) +constant_fold_alu_instr(nir_builder *b, nir_alu_instr *instr) { nir_const_value src[NIR_MAX_VEC_COMPONENTS][NIR_MAX_VEC_COMPONENTS]; @@ -95,47 +97,43 @@ constant_fold_alu_instr(struct constant_fold_state *state, nir_alu_instr *instr) for (unsigned i = 0; i < nir_op_infos[instr->op].num_inputs; ++i) srcs[i] = src[i]; nir_eval_const_opcode(instr->op, dest, instr->dest.dest.ssa.num_components, - bit_size, srcs, state->execution_mode); - - nir_load_const_instr *new_instr = - nir_load_const_instr_create(state->shader, - instr->dest.dest.ssa.num_components, - instr->dest.dest.ssa.bit_size); - - memcpy(new_instr->value, dest, sizeof(*new_instr->value) * new_instr->def.num_components); - - nir_instr_insert_before(&instr->instr, &new_instr->instr); - - nir_ssa_def_rewrite_uses(&instr->dest.dest.ssa, - nir_src_for_ssa(&new_instr->def)); + bit_size, srcs, + b->shader->info.float_controls_execution_mode); + b->cursor = nir_before_instr(&instr->instr); + nir_ssa_def *imm = nir_build_imm(b, instr->dest.dest.ssa.num_components, + instr->dest.dest.ssa.bit_size, + dest); + nir_ssa_def_rewrite_uses(&instr->dest.dest.ssa, nir_src_for_ssa(imm)); nir_instr_remove(&instr->instr); + ralloc_free(instr); return true; } static bool -constant_fold_intrinsic_instr(struct constant_fold_state *state, nir_intrinsic_instr *instr) +constant_fold_intrinsic_instr(struct constant_fold_state *state, + nir_intrinsic_instr *instr) { bool progress = false; + nir_builder *b = &state->build; + if ((instr->intrinsic == nir_intrinsic_demote_if || instr->intrinsic == nir_intrinsic_discard_if) && nir_src_is_const(instr->src[0])) { if (nir_src_as_bool(instr->src[0])) { + b->cursor = nir_before_instr(&instr->instr); nir_intrinsic_op op = instr->intrinsic == nir_intrinsic_discard_if ? nir_intrinsic_discard : nir_intrinsic_demote; - nir_intrinsic_instr *new_instr = nir_intrinsic_instr_create(state->shader, op); - nir_instr_insert_before(&instr->instr, &new_instr->instr); - nir_instr_remove(&instr->instr); - progress = true; - } else { - /* We're not discarding, just delete the instruction */ - nir_instr_remove(&instr->instr); - progress = true; + nir_intrinsic_instr *new_instr = + nir_intrinsic_instr_create(b->shader, op); + nir_builder_instr_insert(b, &new_instr->instr); } + nir_instr_remove(&instr->instr); + progress = true; } else if (instr->intrinsic == nir_intrinsic_load_constant) { state->has_load_constant = true; @@ -147,37 +145,27 @@ constant_fold_intrinsic_instr(struct constant_fold_state *state, nir_intrinsic_i unsigned offset = nir_src_as_uint(instr->src[0]); unsigned base = nir_intrinsic_base(instr); unsigned range = nir_intrinsic_range(instr); - assert(base + range <= state->shader->constant_data_size); + assert(base + range <= b->shader->constant_data_size); - nir_instr *new_instr = NULL; + b->cursor = nir_before_instr(&instr->instr); + nir_ssa_def *val; if (offset >= range) { - nir_ssa_undef_instr *undef = - nir_ssa_undef_instr_create(state->shader, - instr->num_components, - instr->dest.ssa.bit_size); - - nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(&undef->def)); - new_instr = &undef->instr; + val = nir_ssa_undef(b, instr->dest.ssa.num_components, + instr->dest.ssa.bit_size); } else { - nir_load_const_instr *load_const = - nir_load_const_instr_create(state->shader, - instr->num_components, - instr->dest.ssa.bit_size); - - uint8_t *data = (uint8_t*)state->shader->constant_data + base; + nir_const_value imm[NIR_MAX_VEC_COMPONENTS]; + uint8_t *data = (uint8_t*)b->shader->constant_data + base; for (unsigned i = 0; i < instr->num_components; i++) { unsigned bytes = instr->dest.ssa.bit_size / 8; bytes = MIN2(bytes, range - offset); - memcpy(&load_const->value[i].u64, data + offset, bytes); + memcpy(&imm[i].u64, data + offset, bytes); offset += bytes; } - - nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(&load_const->def)); - new_instr = &load_const->instr; + val = nir_build_imm(b, instr->dest.ssa.num_components, + instr->dest.ssa.bit_size, imm); } - - nir_instr_insert_before(&instr->instr, new_instr); + nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(val)); nir_instr_remove(&instr->instr); progress = true; } @@ -193,7 +181,8 @@ constant_fold_block(struct constant_fold_state *state, nir_block *block) nir_foreach_instr_safe(instr, block) { switch (instr->type) { case nir_instr_type_alu: - progress |= constant_fold_alu_instr(state, nir_instr_as_alu(instr)); + progress |= constant_fold_alu_instr(&state->build, + nir_instr_as_alu(instr)); break; case nir_instr_type_intrinsic: progress |= @@ -209,10 +198,13 @@ constant_fold_block(struct constant_fold_state *state, nir_block *block) } static bool -nir_opt_constant_folding_impl(struct constant_fold_state *state, nir_function_impl *impl) +nir_opt_constant_folding_impl(struct constant_fold_state *state, + nir_function_impl *impl) { bool progress = false; + nir_builder_init(&state->build, impl); + nir_foreach_block(block, impl) { progress |= constant_fold_block(state, block); } @@ -232,8 +224,6 @@ nir_opt_constant_folding(nir_shader *shader) { bool progress = false; struct constant_fold_state state; - state.shader = shader; - state.execution_mode = shader->info.float_controls_execution_mode; state.has_load_constant = false; state.has_indirect_load_const = false;