On Wed, Oct 28, 2015 at 6:01 PM, Jason Ekstrand <ja...@jlekstrand.net> wrote: > 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.
I think that would be a good idea.. as NIR evolves, I think it would be good to have an easy way to ensure that clone doesn't break in subtle ways.. BR, -R _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev