[Mesa-dev] [PATCH 4/4] RFC: nir: add lowering for idiv/udiv/umod
Ilia Mirkin
imirkin at alum.mit.edu
Wed Apr 1 11:08:30 PDT 2015
On Wed, Apr 1, 2015 at 11:39 AM, Roland Scheidegger <sroland at vmware.com> wrote:
> Am 01.04.2015 um 15:50 schrieb Ilia Mirkin:
>> On Wed, Apr 1, 2015 at 7:09 AM, Roland Scheidegger <sroland at vmware.com> wrote:
>>> Am 01.04.2015 um 03:44 schrieb Rob Clark:
>>>> On Tue, Mar 31, 2015 at 9:03 PM, Roland Scheidegger <sroland at vmware.com> wrote:
>>>>> Am 01.04.2015 um 00:57 schrieb Rob Clark:
>>>>>> From: Rob Clark <robclark at freedesktop.org>
>>>>>>
>>>>>> Based on the algo from NV50LegalizeSSA::handleDIV() and handleMOD().
>>>>>> See also trans_idiv() in freedreno/ir3/ir3_compiler.c (which was an
>>>>>> adaptation of the nv50 code from Ilia).
>>>>>>
>>>>>> Just sending as an rfc right now, since I'm not quite at the point to be
>>>>>> able to test it on actual hw.
>>>>>>
>>>>>> Signed-off-by: Rob Clark <robclark at freedesktop.org>
>>>>>> ---
>>>>>> src/glsl/Makefile.sources | 1 +
>>>>>> src/glsl/nir/nir.h | 1 +
>>>>>> src/glsl/nir/nir_lower_idiv.c | 212 ++++++++++++++++++++++++++++++++++++++++++
>>>>>> 3 files changed, 214 insertions(+)
>>>>>> create mode 100644 src/glsl/nir/nir_lower_idiv.c
>>>>>>
>>>>>> diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources
>>>>>> index 18fff38..e426970 100644
>>>>>> --- a/src/glsl/Makefile.sources
>>>>>> +++ b/src/glsl/Makefile.sources
>>>>>> @@ -32,6 +32,7 @@ NIR_FILES = \
>>>>>> nir/nir_lower_atomics.c \
>>>>>> nir/nir_lower_global_vars_to_local.c \
>>>>>> nir/nir_lower_locals_to_regs.c \
>>>>>> + nir/nir_lower_idiv.c \
>>>>>> nir/nir_lower_io.c \
>>>>>> nir/nir_lower_phis_to_scalar.c \
>>>>>> nir/nir_lower_samplers.cpp \
>>>>>> diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
>>>>>> index cd03d6b..e002d6f 100644
>>>>>> --- a/src/glsl/nir/nir.h
>>>>>> +++ b/src/glsl/nir/nir.h
>>>>>> @@ -1605,6 +1605,7 @@ void nir_lower_samplers(nir_shader *shader,
>>>>>>
>>>>>> void nir_lower_system_values(nir_shader *shader);
>>>>>> void nir_lower_tex_projector(nir_shader *shader);
>>>>>> +void nir_lower_idiv(nir_shader *shader);
>>>>>>
>>>>>> void nir_lower_atomics(nir_shader *shader);
>>>>>> void nir_lower_to_source_mods(nir_shader *shader);
>>>>>> diff --git a/src/glsl/nir/nir_lower_idiv.c b/src/glsl/nir/nir_lower_idiv.c
>>>>>> new file mode 100644
>>>>>> index 0000000..e95c57e
>>>>>> --- /dev/null
>>>>>> +++ b/src/glsl/nir/nir_lower_idiv.c
>>>>>> @@ -0,0 +1,212 @@
>>>>>> +/*
>>>>>> + * Copyright © 2015 Red Hat
>>>>>> + *
>>>>>> + * 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.
>>>>>> + *
>>>>>> + * Authors:
>>>>>> + * Rob Clark <robclark at freedesktop.org>
>>>>>> + */
>>>>>> +
>>>>>> +#include "nir.h"
>>>>>> +#include "nir_builder.h"
>>>>>> +
>>>>>> +/* Lowers idiv/udiv/umod
>>>>>> + * Based on NV50LegalizeSSA::handleDIV()
>>>>>> + *
>>>>>> + * Note that this is probably not enough precision for compute shaders.
>>>>>> + * Perhaps we want a second higher precision (looping) version of this?
>>>>>> + * Or perhaps we assume if you can do compute shaders you can also
>>>>>> + * branch out to a pre-optimized shader library routine..
>>>>>
>>>>> So if this is not enough precision, maybe should state how large the
>>>>> error can be?
>>>>>
>>>>
>>>> tbh, if I knew what the error for this approach was, I would have
>>>> included it. I'm not the original author, but this is based on
>>>> nouveau codegen code (as mentioned in the comment). I guess it is
>>>> better than converting to float and dividing and converting back, but
>>>> worse than an iterative (ie. looping, ie. divergent flow control)
>>>> approach. It is apparently enough to keep piglit happy.
>>>>
>>>> The original algo in nv50 lowering code is from
>>>> 322bc7ed68ed92233c97168c036d0aa50c11a20e (ie. 'nv50/ir: import nv50
>>>> target') which doesn't really give more clue about the origin..
>>>>
>>>> if anyone knows, I'm all ears and will add relevant links/info to comment..
>>>
>>> Ah ok. Well it isn't even obvious to me if the results are not actually
>>> always exact.
>>
>> Should be easy enough to take the algo, express it in terms of e.g.
>> numpy (or even, *gasp*, a C program), and then do a randomized search
>> over the 32bit x 32bit input space to see if there are any errors, and
>> what they are. (Since the full input space would take too long...)
>>
>> Looks like I did just that when debugging the freedreno impl...
>> available at https://urldefense.proofpoint.com/v2/url?u=http-3A__hastebin.com_ewimuvobin.py&d=AwIFaQ&c=Sqcl0Ez6M0X8aeM67LKIiDJAXVeAw-YihVMNtXt-uEs&r=Vjtt0vs_iqoI31UfJxBl7yv9I2FeiaeAYgMTLKRBc_I&m=Pn5cwt36o82bdZbB71-Fk0rkg7gYy4gsfb7UdU_yJOw&s=lmUwJATGP5llzxaPiaPMTL49paZCc6o-aTCWyaulGMw&e=
>>
> Though actually, it uses frcp, which is usually not exact on gpus
> (unless you translate that to a fdiv if your gpu has one). So,
> potentially this could rely on the exact implementation of frcp...
>
Ah yeah. Another little detail is that the nv50 implementation uses
floating point multiplies that round towards zero rather than nearest.
No idea whether that's actually important or if it changes anything.
Most likely just cargo culting.
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