On Wed, Oct 28, 2015 at 2:49 PM, Rob Clark <robdcl...@gmail.com> wrote: > On Wed, Oct 28, 2015 at 5:24 PM, Connor Abbott <cwabbo...@gmail.com> wrote: >> On Wed, Oct 28, 2015 at 1:37 PM, Rob Clark <robdcl...@gmail.com> wrote: >>> On Wed, Oct 28, 2015 at 12:09 PM, Jason Ekstrand <ja...@jlekstrand.net> >>> wrote: >>>> On Sat, Oct 24, 2015 at 10:08 AM, Rob Clark <robdcl...@gmail.com> wrote: >>>>> From: Rob Clark <robcl...@freedesktop.org> >>>>> >>>>> Convenient place to put in some extra sanity checking, without making >>>>> things messy for the drivers running the passes. >>>> >>>> In the short-term this seems to work (at least for testing nir_clone). >>>> In the long-term, I'm not sure that a macro is really what we want. >>>> I've mentioned a time or two before that what I *think* I'd like to do >>>> (don't know exactly how it will work out yet) is to have a little >>>> datastructure >>>> >>>> typedef struct nir_pass { >>>> bool (*shader_pass_func)(nir_shader *shader, void *data); >>>> bool (*impl_pass_func)(nir_function_impl *impl, void *data); >>>> nir_metadata metadata_preserved; >>>> void *data; >>>> } nir_pass; >>>> >>>> and have each of the passes expose one of these as a const global >>>> variable instead of exposing the actual functions. Then we would have >>>> a runner function (or macro) that could run a pass. The runner would >>>> take care of validation, trashing metadata, and maybe even cloning. >>>> If no shader_pass_func is provided but you call it on a shader, the >>>> runner would iterate over all of the overloads for you and run the >>>> impl_pass_func on each. We could also have helpers that take an array >>>> and run all of them or even take an array and run it in a loop until >>>> no more progress is made. >>> >>> meh, once we collapse the run+validate into a single line macro call, >>> having list of calls sounds like it doesn't really take up more lines >>> of code compared to a table of nir passes.. plus old fashioned code >>> has a lot more flexibility without having to reinvent loops and ifs >>> and that sort of thing. Keep in mind some passes are conditional on >>> draw state (ie. what we are lowering) or shader stage, etc. >>> >>> BR, >>> -R >> >> FWIW, another reason that we might want to add something like this is >> to optimize the ordering of passes so that they have to less work. >> There are a lot of passes that act as "cleanups" for other passes; for >> example, copy prop introduces a bunch of code that DCE has to clean >> up. In addition, there are a lot of passes that are sort-of >> "prerequisites" for another pass, doing some transform that lets >> another pass do its work -- for example, lots of passes can't see >> through copies and therefore require copy prop in order to do >> anything, and deleting a trivial phi node may be necessary before we >> can delete a loop. Right now, we try to add passes in more-or-less the >> "right" order in the loop, but that's pretty icky and it's not obvious >> to someone else using the infrastructure that a certain order might >> not be optimal in terms of time required to get a fixed point. >> Instead, I'd like for passes to be able to mark other passes as >> prerequisites or cleanups, and have a scheduler/pass manager a la >> LLVM's PassManager that tries to satisfy those dependencies (try and >> run a cleanup pass if the previous pass reported progress, run passes >> with unmet prerequisites last and passes with met prerequisites first, >> etc.). Obviously, this is going to require some kind of pass struct >> and some level of abstraction, although backends can still choose >> which passes to add and they can still run passes themselves if they >> so choose. > > interesting idea, and could make the effort worthwhile.. > > still, however we end up doing this, it should be done in a way that > we can replace the nir_shader to get nir_shader_clone() coverage. I > definitely think we want to have some built-in testability of clone.
It could be tweaked so that the runner takes a nir_shader ** so that we can do that sort of thing. I'm not sure how concerned I am about continuous nir_shader_clone coverage but I'm ok with supporting it if you'd like. We can always pull it out once nir_shader_clone is used enough places that we think it's getting tested ok. > BR, > -R > >>> >>> >>>> The thing I haven't quite settled on is how to pass extra parameters. >>>> For some passes, we could just put the extra stuff in compiler_options >>>> but we don't want to litter it too bad. The other option is to do >>>> what I did above and use the classic void pointer. Then drivers would >>>> have to just make a copy and set the data pointer to whatever they >>>> want. >>>> >>>> Maybe I should just go implement this... >>>> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev