glsl: Immediately inline built-ins rather than generating calls.
In the past, we imported the prototypes of built-in functions, generated calls to those, and waited until link time to resolve the calls and import the actual code for the built-in functions. This severely limited our compile-time optimization opportunities: even trivial functions like dot() were represented as function calls. We also had no way of reasoning about those calls; they could have been 1,000 line functions with side-effects for all we knew. Practically all built-in functions are trivial translations to ir_expression opcodes, so it makes sense to just generate those inline. Since we eventually inline all functions anyway, we may as well just do it for all built-in functions. There's only one snag: built-in functions that refer to built-in global variables need those remapped to the variables in the shader being compiled, rather than the ones in the built-in shader. Currently, ftransform() is the only function matching those criteria, so it seemed easier to just make it a special case. On Skylake: total instructions in shared programs: 12023491 -> 12024010 (0.00%) instructions in affected programs: 77595 -> 78114 (0.67%) helped: 97 HURT: 309 total cycles in shared programs: 137239044 -> 137295498 (0.04%) cycles in affected programs: 16714026 -> 16770480 (0.34%) helped: 4663 HURT: 4923 while these statistics are in the wrong direction, the number of hurt programs is small (309 / 41282 = 0.75%), and I don't think anything can be done about it. A change like this significantly alters the order in which optimizations are performed. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by; Ian Romanick <ian.d.romanick@intel.com>
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@ -430,7 +430,8 @@ generate_call(exec_list *instructions, ir_function_signature *sig,
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exec_list *actual_parameters,
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ir_variable *sub_var,
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ir_rvalue *array_idx,
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struct _mesa_glsl_parse_state *state)
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struct _mesa_glsl_parse_state *state,
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bool inline_immediately)
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{
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void *ctx = state;
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exec_list post_call_conversions;
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@ -542,6 +543,10 @@ generate_call(exec_list *instructions, ir_function_signature *sig,
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ir_call *call = new(ctx) ir_call(sig, deref,
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actual_parameters, sub_var, array_idx);
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instructions->push_tail(call);
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if (inline_immediately) {
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call->generate_inline(call);
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call->remove();
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}
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/* Also emit any necessary out-parameter conversions. */
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instructions->append_list(&post_call_conversions);
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@ -557,19 +562,18 @@ match_function_by_name(const char *name,
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exec_list *actual_parameters,
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struct _mesa_glsl_parse_state *state)
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{
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void *ctx = state;
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ir_function *f = state->symbols->get_function(name);
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ir_function_signature *local_sig = NULL;
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ir_function_signature *sig = NULL;
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/* Is the function hidden by a record type constructor? */
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if (state->symbols->get_type(name))
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goto done; /* no match */
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return sig; /* no match */
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/* Is the function hidden by a variable (impossible in 1.10)? */
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if (!state->symbols->separate_function_namespace
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&& state->symbols->get_variable(name))
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goto done; /* no match */
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return sig; /* no match */
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if (f != NULL) {
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/* In desktop GL, the presence of a user-defined signature hides any
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@ -583,31 +587,15 @@ match_function_by_name(const char *name,
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sig = local_sig = f->matching_signature(state, actual_parameters,
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allow_builtins, &is_exact);
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if (is_exact)
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goto done;
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return sig;
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if (!allow_builtins)
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goto done;
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return sig;
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}
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/* Local shader has no exact candidates; check the built-ins. */
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_mesa_glsl_initialize_builtin_functions();
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sig = _mesa_glsl_find_builtin_function(state, name, actual_parameters);
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done:
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if (sig != NULL) {
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/* If the match is from a linked built-in shader, import the
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* prototype.
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*/
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if (sig != local_sig) {
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if (f == NULL) {
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f = new(ctx) ir_function(name);
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state->symbols->add_global_function(f);
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emit_function(state, f);
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}
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sig = sig->clone_prototype(f, NULL);
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f->add_signature(sig);
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}
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}
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return sig;
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}
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@ -2142,6 +2130,16 @@ ast_function_expression::hir(exec_list *instructions,
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this->expressions)) {
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/* an error has already been emitted */
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value = ir_rvalue::error_value(ctx);
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} else if (sig->is_builtin() && strcmp(func_name, "ftransform") == 0) {
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/* ftransform refers to global variables, and we don't have any code
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* for remapping the variable references in the built-in shader.
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*/
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ir_variable *mvp =
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state->symbols->get_variable("gl_ModelViewProjectionMatrix");
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ir_variable *vtx = state->symbols->get_variable("gl_Vertex");
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value = new(ctx) ir_expression(ir_binop_mul, glsl_type::vec4_type,
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new(ctx) ir_dereference_variable(mvp),
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new(ctx) ir_dereference_variable(vtx));
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} else {
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if (state->stage == MESA_SHADER_TESS_CTRL &&
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sig->is_builtin() && strcmp(func_name, "barrier") == 0) {
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@ -2162,8 +2160,8 @@ ast_function_expression::hir(exec_list *instructions,
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}
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}
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value = generate_call(instructions, sig,
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&actual_parameters, sub_var, array_idx, state);
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value = generate_call(instructions, sig, &actual_parameters, sub_var,
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array_idx, state, sig->is_builtin());
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if (!value) {
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ir_variable *const tmp = new(ctx) ir_variable(glsl_type::void_type,
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"void_var",
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