On Wed, Mar 12, 2014 at 12:00 AM, Eric Anholt <e...@anholt.net> wrote: > 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.
My understanding is that ---8<--- invariant varying float v; attribute float a; const float e = 2.0; void main() { v = pow(a, e); } ---8<--- and ---8<--- invariant varying float v; attribute float a; uniform float e; void main() { v = pow(a, e); } ---8<--- ...should produce the exact same result, as long as the latter is passed 2.0 as the uniform e. Because v is marked as invariant, the expressions writing to v are the same, and the values passed in are the same. If we rewrite the first one to do "a * a", we get a different result on implementations that do "exp2(log2(a) * 2.0)" for the latter, due to floating-point normalization in the intermediate steps. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev