Erik Faye-Lund <kusmab...@gmail.com> writes: > On Tue, Mar 11, 2014 at 7:27 PM, Eric Anholt <e...@anholt.net> wrote: >> Erik Faye-Lund <kusmab...@gmail.com> writes: >> >>> On Tue, Mar 11, 2014 at 2:50 PM, Erik Faye-Lund <kusmab...@gmail.com> wrote: >>>> On Mon, Mar 10, 2014 at 11:54 PM, Matt Turner <matts...@gmail.com> wrote: >>>>> Cuts two instructions out of SynMark's Gl32VSInstancing benchmark. >>>>> --- >>>>> src/glsl/opt_algebraic.cpp | 8 ++++++++ >>>>> 1 file changed, 8 insertions(+) >>>>> >>>>> diff --git a/src/glsl/opt_algebraic.cpp b/src/glsl/opt_algebraic.cpp >>>>> index 5c49a78..8494bd9 100644 >>>>> --- a/src/glsl/opt_algebraic.cpp >>>>> +++ b/src/glsl/opt_algebraic.cpp >>>>> @@ -528,6 +528,14 @@ >>>>> ir_algebraic_visitor::handle_expression(ir_expression *ir) >>>>> if (is_vec_two(op_const[0])) >>>>> return expr(ir_unop_exp2, ir->operands[1]); >>>>> >>>>> + if (is_vec_two(op_const[1])) { >>>>> + ir_variable *x = new(ir) ir_variable(ir->operands[1]->type, "x", >>>>> + ir_var_temporary); >>>>> + base_ir->insert_before(x); >>>>> + base_ir->insert_before(assign(x, ir->operands[0])); >>>>> + return mul(x, x); >>>>> + } >>>>> + >>>> >>>> Is this safe? Since many GPUs implement pow(x, y) as exp2(log2(x) * >>>> y), this will give different results for if y comes from a uniform vs >>>> if it's a constant, no? >> >> Yes, but that wouldn't be covered by the "invariant" keyword. >> >>> To be a bit more clear: I don't think this is valid for expressions >>> writing to variables marked as invariant (or expressions taking part >>> in the calculations that leads up to invariant variable writes). >>> >>> I can't find anything allowing variance like this in the invariance >>> section of the GLSL 3.30 specifications. In particular, the list >>> following "To guarantee invariance of a particular output variable >>> across two programs, the following must also be true" doesn't seem to >>> require the values to be passed from the same source, only that the >>> same values are passed. And in this case, the value 2.0 is usually >>> exactly representable no matter what path it took there. >>> >>> Perhaps I'm being a bit too pedantic here, though. >> >> This file would do the same thing on the same expression tree in two >> different programs, so "invariant" is fine (we've probably got other >> problems with invariant, though). The keyword you're probably thinking >> of is "precise", which isn't in GLSL we implement yet. > > Are you saying that this only rewrites "x = pow(y, 2.0)" and not > "const float e = 2.0; x = pow(y, e);"? If so, my point is moot, > indeed. But if that's *not* the case, then I think we're in trouble > still.
The second would also get rewritten, because other passes will move the 2.0 into the pow. I thought I understood your objection, but now I don't. I think you'll have to lay out the pair of shaders involving the invariant keyword that you think that would be broken by this pass.
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