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/*
* Copyright (c) 2020 Etnaviv Project
*
* 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, sub license,
* 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 NON-INFRINGEMENT. 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:
* Christian Gmeiner <[email protected]>
*/
#include <gtest/gtest.h>
#include "nir.h"
#include "nir_builder.h"
class nir_opt_peephole_select_test : public ::testing::Test {
protected:
nir_opt_peephole_select_test();
~nir_opt_peephole_select_test();
nir_builder bld;
};
nir_opt_peephole_select_test::nir_opt_peephole_select_test()
{
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options, "peephole test");
}
nir_opt_peephole_select_test::~nir_opt_peephole_select_test()
{
ralloc_free(bld.shader);
glsl_type_singleton_decref();
}
TEST_F(nir_opt_peephole_select_test, opt_load_ubo_no_speculate)
{
/* Tests that opt_peephole_select does not optimize ubo loads:
*
* impl main {
* block b0: // preds:
* 32 %0 = load_const (0x00000001)
* 32 %1 = load_const (0x00000002)
* 32 %2 = load_const (0x0000000a = 10)
* 1 %3 = ieq %0 (0x1), %1 (0x2)
* // succs: b1 b2
* if %3 {
* block b1: // preds: b0
* 32 %4 = @load_ubo (%0 (0x1), %2 (0xa)) (access=0, align_mul=16, align_offset=0, range_base=16, range=16)
* // succs: b3
* } else {
* block b2: // preds: b0
* 32 %5 = @load_ubo (%0 (0x1), %2 (0xa)) (access=0, align_mul=16, align_offset=0, range_base=16, range=16)
* // succs: b3
* }
* block b3: // preds: b1 b2, succs: b4
* block b4:
* }
*/
nir_function *main = nir_shader_get_function_for_name(bld.shader, "main");
nir_def *one = nir_imm_int(&bld, 1);
nir_def *two = nir_imm_int(&bld, 2);
nir_def *ten = nir_imm_int(&bld, 10);
nir_def *cmp_result = nir_ieq(&bld, one, two);
nir_push_if(&bld, cmp_result);
nir_load_ubo(&bld, 1, 32, one, ten, (gl_access_qualifier)0, 16, 0, 16, 16);
nir_push_else(&bld, NULL);
nir_load_ubo(&bld, 1, 32, one, ten, (gl_access_qualifier)0, 16, 0, 16, 16);
nir_pop_if(&bld, NULL);
nir_index_blocks(main->impl);
EXPECT_EQ(main->impl->num_blocks, 4);
ASSERT_FALSE(nir_opt_peephole_select(bld.shader, 16, true, true));
nir_validate_shader(bld.shader, NULL);
nir_index_blocks(main->impl);
EXPECT_EQ(main->impl->num_blocks, 4);
}
TEST_F(nir_opt_peephole_select_test, opt_load_ubo_speculate)
{
/* Tests that opt_peephole_select correctly optimizes speculative ubo loads:
*
* impl main {
* block b0: // preds:
* 32 %0 = load_const (0x00000001)
* 32 %1 = load_const (0x00000002)
* 32 %2 = load_const (0x0000000a = 10)
* 1 %3 = ieq %0 (0x1), %1 (0x2)
* // succs: b1 b2
* if %3 {
* block b1: // preds: b0
* 32 %4 = @load_ubo (%0 (0x1), %2 (0xa)) (access=4096, align_mul=16, align_offset=0, range_base=16, range=16)
* // succs: b3
* } else {
* block b2: // preds: b0
* 32 %5 = @load_ubo (%0 (0x1), %2 (0xa)) (access=4096, align_mul=16, align_offset=0, range_base=16, range=16)
* // succs: b3
* }
* block b3: // preds: b1 b2, succs: b4
* block b4:
*}
*/
nir_function *main = nir_shader_get_function_for_name(bld.shader, "main");
nir_def *one = nir_imm_int(&bld, 1);
nir_def *two = nir_imm_int(&bld, 2);
nir_def *ten = nir_imm_int(&bld, 10);
nir_def *cmp_result = nir_ieq(&bld, one, two);
nir_push_if(&bld, cmp_result);
nir_load_ubo(&bld, 1, 32, one, ten, (gl_access_qualifier)ACCESS_CAN_SPECULATE, 16, 0, 16, 16);
nir_push_else(&bld, NULL);
nir_load_ubo(&bld, 1, 32, one, ten, (gl_access_qualifier)ACCESS_CAN_SPECULATE, 16, 0, 16, 16);
nir_pop_if(&bld, NULL);
nir_index_blocks(main->impl);
EXPECT_EQ(main->impl->num_blocks, 4);
ASSERT_TRUE(nir_opt_peephole_select(bld.shader, 16, true, true));
nir_validate_shader(bld.shader, NULL);
nir_index_blocks(main->impl);
EXPECT_EQ(main->impl->num_blocks, 1);
}