[PATCH 2/5] d3dcompiler: Fold addition and multiplication of uint constants.

Zebediah Figura zfigura at codeweavers.com
Thu Jul 2 11:47:13 CDT 2020


On 7/2/20 11:15 AM, Matteo Bruni wrote:
> On Tue, Jun 30, 2020 at 1:56 AM Zebediah Figura <z.figura12 at gmail.com> wrote:
>>
>> Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
>> ---
>>  dlls/d3dcompiler_43/hlsl.y | 101 +++++++++++++++++++++++++++++++++++++
>>  1 file changed, 101 insertions(+)
>>
>> diff --git a/dlls/d3dcompiler_43/hlsl.y b/dlls/d3dcompiler_43/hlsl.y
>> index 475fd414fd7..15bd0d007b9 100644
>> --- a/dlls/d3dcompiler_43/hlsl.y
>> +++ b/dlls/d3dcompiler_43/hlsl.y
>> @@ -2838,6 +2838,105 @@ static void dump_function(struct wine_rb_entry *entry, void *context)
>>      wine_rb_for_each_entry(&func->overloads, dump_function_decl, NULL);
>>  }
>>
>> +static BOOL transform_ir(BOOL (*func)(struct hlsl_ir_node *), struct list *instrs)
> 
> Since this is going to be a pretty generic helper: we might want to
> pass some "void *context" to func.

Yes, probably. In that case I guess it'd be also useful for the RA
passes I have now.

> 
>> +{
>> +    struct hlsl_ir_node *instr, *next;
>> +    BOOL progress = 0;
>> +
>> +    LIST_FOR_EACH_ENTRY_SAFE(instr, next, instrs, struct hlsl_ir_node, entry)
>> +    {
>> +        if (instr->type == HLSL_IR_IF)
>> +        {
>> +            struct hlsl_ir_if *iff = if_from_node(instr);
>> +            progress |= transform_ir(func, iff->then_instrs);
>> +            if (iff->else_instrs)
>> +                progress |= transform_ir(func, iff->else_instrs);
>> +        }
> 
> I like to have a blank line between declarations and other statements.

Oops, missed that one :-/

> 
>> +        else if (instr->type == HLSL_IR_LOOP)
>> +            progress |= transform_ir(func, loop_from_node(instr)->body);
> 
> Unrelated to the patch: maybe we should always initialize else_instrs?
> I think that would get rid of a bunch of checks with no drawback.

Besides another heap allocation (though maybe we could just store those
inline instead? I don't think there's any reason why not), but yes,
probably.

> 
>> +
>> +        progress |= func(instr);
>> +    }
>> +
>> +    return progress;
>> +}
>> +
>> +static void replace_node(struct hlsl_ir_node *old, struct hlsl_ir_node *new)
>> +{
>> +    struct hlsl_src *src, *next;
>> +
>> +    LIST_FOR_EACH_ENTRY_SAFE(src, next, &old->uses, struct hlsl_src, entry)
>> +    {
>> +        hlsl_src_remove(src);
>> +        hlsl_src_from_node(src, new);
>> +    }
>> +    list_add_before(&old->entry, &new->entry);
>> +    list_remove(&old->entry);
>> +    free_instr(old);
>> +}
>> +
>> +static BOOL fold_constants(struct hlsl_ir_node *instr)
>> +{
>> +    struct hlsl_ir_constant *arg1, *arg2 = NULL, *res;
>> +    struct hlsl_ir_expr *expr;
>> +    unsigned int i;
>> +
>> +    if (instr->type != HLSL_IR_EXPR)
>> +        return FALSE;
>> +    expr = expr_from_node(instr);
>> +
>> +    for (i = 0; i < ARRAY_SIZE(expr->operands); ++i)
>> +    {
>> +        if (expr->operands[i].node && expr->operands[i].node->type != HLSL_IR_CONSTANT)
>> +            return FALSE;
>> +    }
>> +    arg1 = constant_from_node(expr->operands[0].node);
>> +    if (expr->operands[1].node)
>> +        arg2 = constant_from_node(expr->operands[1].node);
>> +
>> +    if (!(res = d3dcompiler_alloc(sizeof(*res))))
>> +    {
>> +        hlsl_ctx.status = PARSE_ERR;
>> +        return FALSE;
>> +    }
>> +    init_node(&res->node, HLSL_IR_CONSTANT, instr->data_type, instr->loc);
>> +
>> +    switch (instr->data_type->base_type)
>> +    {
>> +        case HLSL_TYPE_UINT:
>> +        {
>> +            unsigned int i;
>> +
>> +            switch (expr->op)
>> +            {
>> +                case HLSL_IR_BINOP_ADD:
>> +                    for (i = 0; i < 16; ++i)
>> +                        res->value.u[i] = arg1->value.u[i] + arg2->value.u[i];
>> +                    break;
>> +
>> +                case HLSL_IR_BINOP_MUL:
>> +                    for (i = 0; i < 16; ++i)
>> +                        res->value.u[i] = arg1->value.u[i] * arg2->value.u[i];
>> +                    break;
> 
> I'd prefer if this only operated on the valid components: maybe it's
> not going to be any faster but I feel it would be less confusing and
> it also happens to be "partial constants ready" (whether we go ahead
> with that or not).

Sure.

> 
>> +
>> +                default:
>> +                    FIXME("Fold uint expr %#x.\n", expr->op);
>> +                    d3dcompiler_free(res);
>> +                    return FALSE;
>> +            }
>> +            break;
>> +        }
>> +
>> +        default:
>> +            FIXME("Fold %s expr %#x.\n", debug_base_type(instr->data_type), expr->op);
>> +            d3dcompiler_free(res);
>> +            return FALSE;
>> +    }
>> +
>> +    replace_node(&expr->node, &res->node);
>> +    return TRUE;
>> +}
>> +
>>  /* Allocate a unique, ordered index to each instruction, which will be used for
>>   * computing liveness ranges. */
>>  static unsigned int index_instructions(struct list *instrs, unsigned int index)
>> @@ -3009,6 +3108,8 @@ HRESULT parse_hlsl(enum shader_type type, DWORD major, DWORD minor,
>>
>>      list_move_head(entry_func->body, &hlsl_ctx.static_initializers);
>>
>> +    while (transform_ir(fold_constants, entry_func->body));
>> +
>>      /* Index 0 means unused; index 1 means function entry, so start at 2. */
>>      index_instructions(entry_func->body, 2);
> 
> As we discussed elsewhere, we probably want to move transform_ir() and
> its calls out of hlsl.y.
> 

Yep, will do...

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