mirror of
https://github.com/KhronosGroup/SPIRV-Tools
synced 2024-11-26 21:30:07 +00:00
9d1b572884
This adds the --eliminate-dead-input-components pass which currently removes trailing unused components from input arrays. Fixes #4532
405 lines
15 KiB
C++
405 lines
15 KiB
C++
// Copyright (c) 2022 The Khronos Group Inc.
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// Copyright (c) 2022 LunarG Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include <vector>
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#include "gmock/gmock.h"
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#include "test/opt/pass_fixture.h"
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#include "test/opt/pass_utils.h"
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namespace spvtools {
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namespace opt {
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namespace {
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using ElimDeadInputComponentsTest = PassTest<::testing::Test>;
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TEST_F(ElimDeadInputComponentsTest, ElimOneConstantIndex) {
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// Should reduce to uv[2]
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//
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// #version 450
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//
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// layout(location = 0) in vec4 uv[8];
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//
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// out gl_PerVertex {
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// vec4 gl_Position;
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// };
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//
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// void main()
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// {
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// gl_Position = uv[1];
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// }
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const std::string text = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %main "main" %_ %uv
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OpSource GLSL 450
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OpName %main "main"
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OpName %gl_PerVertex "gl_PerVertex"
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OpMemberName %gl_PerVertex 0 "gl_Position"
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OpName %_ ""
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OpName %uv "uv"
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OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
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OpDecorate %gl_PerVertex Block
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OpDecorate %uv Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%gl_PerVertex = OpTypeStruct %v4float
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%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
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%_ = OpVariable %_ptr_Output_gl_PerVertex Output
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%uint = OpTypeInt 32 0
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%uint_8 = OpConstant %uint 8
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Input__arr_v4float_uint_8 = OpTypePointer Input %_arr_v4float_uint_8
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%uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%int_1 = OpConstant %int 1
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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;CHECK-NOT: %uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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;CHECK: %uv = OpVariable %_ptr_Input__arr_v4float_uint_2 Input
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%main = OpFunction %void None %3
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%5 = OpLabel
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%20 = OpAccessChain %_ptr_Input_v4float %uv %int_1
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%21 = OpLoad %v4float %20
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%23 = OpAccessChain %_ptr_Output_v4float %_ %int_0
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OpStore %23 %21
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OpReturn
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OpFunctionEnd
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)";
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SetTargetEnv(SPV_ENV_VULKAN_1_3);
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SetAssembleOptions(SPV_TEXT_TO_BINARY_OPTION_PRESERVE_NUMERIC_IDS);
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SinglePassRunAndMatch<EliminateDeadInputComponentsPass>(text, true);
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}
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TEST_F(ElimDeadInputComponentsTest, ElimOneConstantIndexInBounds) {
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// Same as ElimOneConstantIndex but with OpInBoundsAccessChain
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const std::string text = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %main "main" %_ %uv
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OpSource GLSL 450
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OpName %main "main"
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OpName %gl_PerVertex "gl_PerVertex"
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OpMemberName %gl_PerVertex 0 "gl_Position"
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OpName %_ ""
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OpName %uv "uv"
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OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
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OpDecorate %gl_PerVertex Block
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OpDecorate %uv Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%gl_PerVertex = OpTypeStruct %v4float
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%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
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%_ = OpVariable %_ptr_Output_gl_PerVertex Output
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%uint = OpTypeInt 32 0
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%uint_8 = OpConstant %uint 8
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Input__arr_v4float_uint_8 = OpTypePointer Input %_arr_v4float_uint_8
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%uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%int_1 = OpConstant %int 1
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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;CHECK-NOT: %uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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;CHECK: %uv = OpVariable %_ptr_Input__arr_v4float_uint_2 Input
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%main = OpFunction %void None %3
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%5 = OpLabel
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%20 = OpInBoundsAccessChain %_ptr_Input_v4float %uv %int_1
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%21 = OpLoad %v4float %20
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%23 = OpAccessChain %_ptr_Output_v4float %_ %int_0
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OpStore %23 %21
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OpReturn
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OpFunctionEnd
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)";
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SetTargetEnv(SPV_ENV_VULKAN_1_3);
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SetAssembleOptions(SPV_TEXT_TO_BINARY_OPTION_PRESERVE_NUMERIC_IDS);
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SinglePassRunAndMatch<EliminateDeadInputComponentsPass>(text, true);
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}
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TEST_F(ElimDeadInputComponentsTest, ElimTwoConstantIndices) {
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// Should reduce to uv[4]
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//
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// #version 450
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//
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// layout(location = 0) in vec4 uv[8];
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//
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// out gl_PerVertex {
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// vec4 gl_Position;
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// };
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//
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// void main()
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// {
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// gl_Position = uv[1] + uv[3];
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// }
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const std::string text = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %main "main" %_ %uv
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OpSource GLSL 450
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OpName %main "main"
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OpName %gl_PerVertex "gl_PerVertex"
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OpMemberName %gl_PerVertex 0 "gl_Position"
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OpName %_ ""
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OpName %uv "uv"
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OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
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OpDecorate %gl_PerVertex Block
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OpDecorate %uv Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%gl_PerVertex = OpTypeStruct %v4float
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%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
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%_ = OpVariable %_ptr_Output_gl_PerVertex Output
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%uint = OpTypeInt 32 0
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%uint_8 = OpConstant %uint 8
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Input__arr_v4float_uint_8 = OpTypePointer Input %_arr_v4float_uint_8
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%uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%int_1 = OpConstant %int 1
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%int_3 = OpConstant %int 3
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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;CHECK-NOT: %uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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;CHECK: %uv = OpVariable %_ptr_Input__arr_v4float_uint_4 Input
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%main = OpFunction %void None %3
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%5 = OpLabel
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%20 = OpAccessChain %_ptr_Input_v4float %uv %int_1
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%21 = OpLoad %v4float %20
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%23 = OpAccessChain %_ptr_Input_v4float %uv %int_3
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%24 = OpLoad %v4float %23
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%25 = OpFAdd %v4float %21 %24
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%27 = OpAccessChain %_ptr_Output_v4float %_ %int_0
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OpStore %27 %25
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OpReturn
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OpFunctionEnd
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)";
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SetTargetEnv(SPV_ENV_VULKAN_1_3);
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SetAssembleOptions(SPV_TEXT_TO_BINARY_OPTION_PRESERVE_NUMERIC_IDS);
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SinglePassRunAndMatch<EliminateDeadInputComponentsPass>(text, true);
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}
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TEST_F(ElimDeadInputComponentsTest, NoElimMaxConstantIndex) {
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// Should not reduce uv[8] because of max index of 7
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//
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// #version 450
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//
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// layout(location = 0) in vec4 uv[8];
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//
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// out gl_PerVertex {
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// vec4 gl_Position;
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// };
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//
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// void main()
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// {
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// gl_Position = uv[1] + uv[7];
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// }
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const std::string text = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %main "main" %_ %uv
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OpSource GLSL 450
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OpName %main "main"
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OpName %gl_PerVertex "gl_PerVertex"
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OpMemberName %gl_PerVertex 0 "gl_Position"
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OpName %_ ""
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OpName %uv "uv"
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OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
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OpDecorate %gl_PerVertex Block
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OpDecorate %uv Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%gl_PerVertex = OpTypeStruct %v4float
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%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
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%_ = OpVariable %_ptr_Output_gl_PerVertex Output
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%uint = OpTypeInt 32 0
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%uint_8 = OpConstant %uint 8
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Input__arr_v4float_uint_8 = OpTypePointer Input %_arr_v4float_uint_8
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%uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%int_1 = OpConstant %int 1
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%int_7 = OpConstant %int 7
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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;CHECK: %uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%main = OpFunction %void None %3
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%5 = OpLabel
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%20 = OpAccessChain %_ptr_Input_v4float %uv %int_1
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%21 = OpLoad %v4float %20
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%23 = OpAccessChain %_ptr_Input_v4float %uv %int_7
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%24 = OpLoad %v4float %23
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%25 = OpFAdd %v4float %21 %24
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%27 = OpAccessChain %_ptr_Output_v4float %_ %int_0
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OpStore %27 %25
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OpReturn
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OpFunctionEnd
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)";
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SetTargetEnv(SPV_ENV_VULKAN_1_3);
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SetAssembleOptions(SPV_TEXT_TO_BINARY_OPTION_PRESERVE_NUMERIC_IDS);
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SinglePassRunAndMatch<EliminateDeadInputComponentsPass>(text, true);
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}
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TEST_F(ElimDeadInputComponentsTest, NoElimNonConstantIndex) {
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// Should not reduce uv[8] because of non-constant index of ui
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//
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// #version 450
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//
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// layout(location = 0) in vec4 uv[8];
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//
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// out gl_PerVertex {
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// vec4 gl_Position;
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// };
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//
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// uniform ubname {
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// int ui;
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// } ubinst;
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//
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// void main()
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// {
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// gl_Position = uv[1] + uv[ubinst.ui];
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// }
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const std::string text = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %main "main" %_ %uv %ubinst
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OpSource GLSL 450
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OpName %main "main"
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OpName %gl_PerVertex "gl_PerVertex"
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OpMemberName %gl_PerVertex 0 "gl_Position"
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OpName %_ ""
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OpName %uv "uv"
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OpName %ubname "ubname"
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OpMemberName %ubname 0 "ui"
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OpName %ubinst "ubinst"
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OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
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OpDecorate %gl_PerVertex Block
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OpDecorate %uv Location 0
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OpMemberDecorate %ubname 0 Offset 0
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OpDecorate %ubname Block
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OpDecorate %ubinst DescriptorSet 0
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OpDecorate %ubinst Binding 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%gl_PerVertex = OpTypeStruct %v4float
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%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
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%_ = OpVariable %_ptr_Output_gl_PerVertex Output
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%uint = OpTypeInt 32 0
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%uint_8 = OpConstant %uint 8
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Input__arr_v4float_uint_8 = OpTypePointer Input %_arr_v4float_uint_8
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%uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%int_1 = OpConstant %int 1
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%ubname = OpTypeStruct %int
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%_ptr_Uniform_ubname = OpTypePointer Uniform %ubname
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%ubinst = OpVariable %_ptr_Uniform_ubname Uniform
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%_ptr_Uniform_int = OpTypePointer Uniform %int
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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;CHECK: %uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%main = OpFunction %void None %3
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%5 = OpLabel
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%20 = OpAccessChain %_ptr_Input_v4float %uv %int_1
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%21 = OpLoad %v4float %20
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%26 = OpAccessChain %_ptr_Uniform_int %ubinst %int_0
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%27 = OpLoad %int %26
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%28 = OpAccessChain %_ptr_Input_v4float %uv %27
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%29 = OpLoad %v4float %28
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%30 = OpFAdd %v4float %21 %29
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%32 = OpAccessChain %_ptr_Output_v4float %_ %int_0
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OpStore %32 %30
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OpReturn
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OpFunctionEnd
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)";
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SetTargetEnv(SPV_ENV_VULKAN_1_3);
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SetAssembleOptions(SPV_TEXT_TO_BINARY_OPTION_PRESERVE_NUMERIC_IDS);
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SinglePassRunAndMatch<EliminateDeadInputComponentsPass>(text, true);
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}
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TEST_F(ElimDeadInputComponentsTest, NoElimNonIndexedAccessChain) {
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// Should not change due to non-indexed access chain
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const std::string text = R"(
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %main "main" %_ %uv
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OpSource GLSL 450
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OpName %main "main"
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OpName %gl_PerVertex "gl_PerVertex"
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OpMemberName %gl_PerVertex 0 "gl_Position"
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OpName %_ ""
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OpName %uv "uv"
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OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
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OpDecorate %gl_PerVertex Block
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OpDecorate %uv Location 0
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%void = OpTypeVoid
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%3 = OpTypeFunction %void
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%gl_PerVertex = OpTypeStruct %v4float
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%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
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%_ = OpVariable %_ptr_Output_gl_PerVertex Output
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%uint = OpTypeInt 32 0
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%uint_8 = OpConstant %uint 8
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%_arr_v4float_uint_8 = OpTypeArray %v4float %uint_8
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%_ptr_Input__arr_v4float_uint_8 = OpTypePointer Input %_arr_v4float_uint_8
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%uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%int_1 = OpConstant %int 1
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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;CHECK: %uv = OpVariable %_ptr_Input__arr_v4float_uint_8 Input
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%main = OpFunction %void None %3
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%5 = OpLabel
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%20 = OpAccessChain %_ptr_Input__arr_v4float_uint_8 %uv
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OpReturn
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OpFunctionEnd
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)";
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SetTargetEnv(SPV_ENV_VULKAN_1_3);
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SetAssembleOptions(SPV_TEXT_TO_BINARY_OPTION_PRESERVE_NUMERIC_IDS);
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SinglePassRunAndMatch<EliminateDeadInputComponentsPass>(text, true);
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}
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} // namespace
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} // namespace opt
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} // namespace spvtools
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