Re: [Mesa-dev] [PATCH v2 3/3] glsl: disable array splitting for AoA
I sent a replacement for patch 1. Patches 2 and 3 are Reviewed-by: Jason Ekstrand We should CC stable on my replacement for 1 and 2 because these affect Vulkan even without the AoA splitting patch. --Jason On Sat, Jul 15, 2017 at 12:48 AM, Timothy Arceri wrote: > On Mon, Jul 3, 2017, at 10:16 AM, Jason Ekstrand wrote: > > I'd like the chance to look at these, please. I'm on vacation today and > > tomorrow though. > > Ping! > > > > > > > On July 3, 2017 7:19:04 AM funfunc...@folklore1984.net wrote: > > > > > On 2017-07-03 08:47, Timothy Arceri wrote: > > >> While it produces functioning code the pass creates worse code > > >> for arrays of arrays. See the comment added in this patch for more > > >> detail. > > >> > > >> V2: skip splitting of AoA of matrices too. > > > > > > Reviewed-by: Edward O'Callaghan > > > > > >> --- > > >> src/compiler/glsl/opt_array_splitting.cpp | 23 > +++ > > >> 1 file changed, 23 insertions(+) > > >> > > >> diff --git a/src/compiler/glsl/opt_array_splitting.cpp > > >> b/src/compiler/glsl/opt_array_splitting.cpp > > >> index fb6d77b..d2e81665 100644 > > >> --- a/src/compiler/glsl/opt_array_splitting.cpp > > >> +++ b/src/compiler/glsl/opt_array_splitting.cpp > > >> @@ -140,6 +140,29 @@ > > >> ir_array_reference_visitor::get_variable_entry(ir_variable *var) > > >> if (var->type->is_unsized_array()) > > >>return NULL; > > >> > > >> + /* FIXME: arrays of arrays are not handled correctly by this pass > > >> so we > > >> +* skip it for now. While the pass will create functioning code it > > >> actually > > >> +* produces worse code. > > >> +* > > >> +* For example the array: > > >> +* > > >> +*int[3][2] a; > > >> +* > > >> +* ends up being split up into: > > >> +* > > >> +*int[3][2] a_0; > > >> +*int[3][2] a_1; > > >> +*int[3][2] a_2; > > >> +* > > >> +* And we end up referencing each of these new arrays for example: > > >> +* > > >> +*a[0][1] will be turned into a_0[0][1] > > >> +*a[1][0] will be turned into a_1[1][0] > > >> +*a[2][0] will be turned into a_2[2][0] > > >> +*/ > > >> + if (var->type->is_array() && var->type->fields.array->is_array()) > > >> + return NULL; > > >> + > > >> foreach_in_list(variable_entry, entry, &this->variable_list) { > > >>if (entry->var == var) > > >> return entry; > > > > > > ___ > > > mesa-dev mailing list > > > mesa-dev@lists.freedesktop.org > > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > > > ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH v2 3/3] glsl: disable array splitting for AoA
On Mon, Jul 3, 2017, at 10:16 AM, Jason Ekstrand wrote: > I'd like the chance to look at these, please. I'm on vacation today and > tomorrow though. Ping! > > > On July 3, 2017 7:19:04 AM funfunc...@folklore1984.net wrote: > > > On 2017-07-03 08:47, Timothy Arceri wrote: > >> While it produces functioning code the pass creates worse code > >> for arrays of arrays. See the comment added in this patch for more > >> detail. > >> > >> V2: skip splitting of AoA of matrices too. > > > > Reviewed-by: Edward O'Callaghan > > > >> --- > >> src/compiler/glsl/opt_array_splitting.cpp | 23 +++ > >> 1 file changed, 23 insertions(+) > >> > >> diff --git a/src/compiler/glsl/opt_array_splitting.cpp > >> b/src/compiler/glsl/opt_array_splitting.cpp > >> index fb6d77b..d2e81665 100644 > >> --- a/src/compiler/glsl/opt_array_splitting.cpp > >> +++ b/src/compiler/glsl/opt_array_splitting.cpp > >> @@ -140,6 +140,29 @@ > >> ir_array_reference_visitor::get_variable_entry(ir_variable *var) > >> if (var->type->is_unsized_array()) > >>return NULL; > >> > >> + /* FIXME: arrays of arrays are not handled correctly by this pass > >> so we > >> +* skip it for now. While the pass will create functioning code it > >> actually > >> +* produces worse code. > >> +* > >> +* For example the array: > >> +* > >> +*int[3][2] a; > >> +* > >> +* ends up being split up into: > >> +* > >> +*int[3][2] a_0; > >> +*int[3][2] a_1; > >> +*int[3][2] a_2; > >> +* > >> +* And we end up referencing each of these new arrays for example: > >> +* > >> +*a[0][1] will be turned into a_0[0][1] > >> +*a[1][0] will be turned into a_1[1][0] > >> +*a[2][0] will be turned into a_2[2][0] > >> +*/ > >> + if (var->type->is_array() && var->type->fields.array->is_array()) > >> + return NULL; > >> + > >> foreach_in_list(variable_entry, entry, &this->variable_list) { > >>if (entry->var == var) > >> return entry; > > > > ___ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > > ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH v2 3/3] glsl: disable array splitting for AoA
I'd like the chance to look at these, please. I'm on vacation today and tomorrow though. On July 3, 2017 7:19:04 AM funfunc...@folklore1984.net wrote: On 2017-07-03 08:47, Timothy Arceri wrote: While it produces functioning code the pass creates worse code for arrays of arrays. See the comment added in this patch for more detail. V2: skip splitting of AoA of matrices too. Reviewed-by: Edward O'Callaghan --- src/compiler/glsl/opt_array_splitting.cpp | 23 +++ 1 file changed, 23 insertions(+) diff --git a/src/compiler/glsl/opt_array_splitting.cpp b/src/compiler/glsl/opt_array_splitting.cpp index fb6d77b..d2e81665 100644 --- a/src/compiler/glsl/opt_array_splitting.cpp +++ b/src/compiler/glsl/opt_array_splitting.cpp @@ -140,6 +140,29 @@ ir_array_reference_visitor::get_variable_entry(ir_variable *var) if (var->type->is_unsized_array()) return NULL; + /* FIXME: arrays of arrays are not handled correctly by this pass so we +* skip it for now. While the pass will create functioning code it actually +* produces worse code. +* +* For example the array: +* +*int[3][2] a; +* +* ends up being split up into: +* +*int[3][2] a_0; +*int[3][2] a_1; +*int[3][2] a_2; +* +* And we end up referencing each of these new arrays for example: +* +*a[0][1] will be turned into a_0[0][1] +*a[1][0] will be turned into a_1[1][0] +*a[2][0] will be turned into a_2[2][0] +*/ + if (var->type->is_array() && var->type->fields.array->is_array()) + return NULL; + foreach_in_list(variable_entry, entry, &this->variable_list) { if (entry->var == var) return entry; ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH v2 3/3] glsl: disable array splitting for AoA
On 2017-07-03 08:47, Timothy Arceri wrote: While it produces functioning code the pass creates worse code for arrays of arrays. See the comment added in this patch for more detail. V2: skip splitting of AoA of matrices too. Reviewed-by: Edward O'Callaghan --- src/compiler/glsl/opt_array_splitting.cpp | 23 +++ 1 file changed, 23 insertions(+) diff --git a/src/compiler/glsl/opt_array_splitting.cpp b/src/compiler/glsl/opt_array_splitting.cpp index fb6d77b..d2e81665 100644 --- a/src/compiler/glsl/opt_array_splitting.cpp +++ b/src/compiler/glsl/opt_array_splitting.cpp @@ -140,6 +140,29 @@ ir_array_reference_visitor::get_variable_entry(ir_variable *var) if (var->type->is_unsized_array()) return NULL; + /* FIXME: arrays of arrays are not handled correctly by this pass so we +* skip it for now. While the pass will create functioning code it actually +* produces worse code. +* +* For example the array: +* +*int[3][2] a; +* +* ends up being split up into: +* +*int[3][2] a_0; +*int[3][2] a_1; +*int[3][2] a_2; +* +* And we end up referencing each of these new arrays for example: +* +*a[0][1] will be turned into a_0[0][1] +*a[1][0] will be turned into a_1[1][0] +*a[2][0] will be turned into a_2[2][0] +*/ + if (var->type->is_array() && var->type->fields.array->is_array()) + return NULL; + foreach_in_list(variable_entry, entry, &this->variable_list) { if (entry->var == var) return entry; ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev