/* * Copyright © 2022 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "nir_builder.h" #include "nir_search_helpers.h" /** * Attempt to reassociate and optimize some combinations of bfi instructions. * * Many shaders will use a sequence of bfi instructions to build complex * bitfields. Sequences in real shaders look like: * * bfi(A, B, bfi(C, D, 0)) * * Let A and C be constants, * * (A & (B << find_lsb(A)) | (~A & bfi(C, D, 0)) * * If find_lsb(A) = 0 (i.e., A is odd), then * * (A & B) | (~A & bfi(C, D, 0)) * (A & B) | (~A & ((D << find_lsb(C)) & C) | (0 & ~C)) * (A & B) | (~A & ((D << find_lsb(C)) & C)) * (A & B) | ((D << find_lsb(C)) & (~A & C)) * * If A and C are completely disjoint, that is (A & C) == 0, then (~A & C) == C * * (A & B) | ((D << find_lsb(C)) & C) * * If A and C are completely disjoint, then A & ~C == A * * (~C & (A & B)) | ((D << find_lsb(C)) & C) * bfi(C, D, A & B) * * On some architectures, bfi instructions cannot use immediate values as * sources, so the constants A, C, and 0 would have to be loaded into * registers. After reassociation, only C must be loaded into a register. * This saves instructions and register pressure. * * Ideally this would be implemented as an algebraic optimization, but there * is no way to enforce the requirement that (A & C) == 0. */ static bool nir_opt_reassociate_bfi_instr(nir_builder *b, nir_alu_instr *bfiCD0, UNUSED void *cb_data) { if (bfiCD0->op != nir_op_bfi || bfiCD0->def.num_components != 1) return false; /* Enforce the bfi('#c', d, 0) part of the pattern. */ if (!nir_src_is_const(bfiCD0->src[0].src) || !nir_src_is_const(bfiCD0->src[2].src) || nir_src_comp_as_uint(bfiCD0->src[2].src, bfiCD0->src[2].swizzle[0]) != 0) { return false; } const uint64_t C = nir_src_comp_as_uint(bfiCD0->src[0].src, bfiCD0->src[0].swizzle[0]); if (!is_used_once(bfiCD0)) return false; nir_src *use = list_first_entry(&bfiCD0->def.uses, nir_src, use_link); if (nir_src_parent_instr(use)->type != nir_instr_type_alu) return false; nir_alu_instr *bfiABx = nir_instr_as_alu(nir_src_parent_instr(use)); if (bfiABx->op != nir_op_bfi || bfiABx->def.num_components != 1) return false; /* Enforce the bfi('#a', b, ...) part of the pattern. */ if (!nir_src_is_const(bfiABx->src[0].src) || bfiABx->src[2].src.ssa != &bfiCD0->def) { return false; } const uint64_t A = nir_src_comp_as_uint(bfiABx->src[0].src, bfiABx->src[0].swizzle[0]); /* Enforce the find_lsb(A) == 0 part of the pattern. */ if ((A & 1) == 0) return false; /* Enforce the "A and C are disjoint" part of the pattern. */ if ((A & C) != 0) return false; /* Now emit the new instructions. */ b->cursor = nir_before_instr(&bfiABx->instr); /* The extra nir_mov_alu are to handle swizzles that might be on the * original sources. */ nir_def *new_bfi = nir_bfi(b, nir_mov_alu(b, bfiCD0->src[0], 1), nir_mov_alu(b, bfiCD0->src[1], 1), nir_iand(b, nir_mov_alu(b, bfiABx->src[0], 1), nir_mov_alu(b, bfiABx->src[1], 1))); nir_def_rewrite_uses(&bfiABx->def, new_bfi); return true; } bool nir_opt_reassociate_bfi(nir_shader *shader) { return nir_shader_alu_pass(shader, nir_opt_reassociate_bfi_instr, nir_metadata_control_flow, NULL); }