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https://github.com/KhronosGroup/SPIRV-Tools
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d42f65e7c1
The unordered_set in ADCE that holds all of the live instructions takes a very long time to be destroyed. In some shaders, it takes over 40% of the time. If we look at the unique ids of the live instructions, I believe they are dense enough make a simple bit vector a good choice for to hold that data. When I check the density of the bit vector for larger shaders, we are usually using less than 4 bytes per element in the vector, and almost always less than 16. So, in this commit, I introduce a simple bit vector class, and use it in ADCE. This help improve the compile time for some shaders on windows by the 40% mentioned above. Contributes to https://github.com/KhronosGroup/SPIRV-Tools/issues/1328.
113 lines
2.7 KiB
C++
113 lines
2.7 KiB
C++
// Copyright (c) 2017 Google 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 "util/bit_vector.h"
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namespace {
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using spvtools::utils::BitVector;
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using BitVectorTest = ::testing::Test;
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TEST(BitVectorTest, Initialize) {
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BitVector bvec;
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// Checks that all values are 0. Also tests checking a bit past the end of
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// the vector containing the bits.
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for (int i = 1; i < 10000; i *= 2) {
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EXPECT_FALSE(bvec.Get(i));
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}
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}
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TEST(BitVectorTest, Set) {
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BitVector bvec;
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// Since 10,000 is larger than the initial size, this tests the resizing
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// code.
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for (int i = 3; i < 10000; i *= 2) {
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bvec.Set(i);
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}
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// Check that bits that were not set are 0.
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for (int i = 1; i < 10000; i *= 2) {
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EXPECT_FALSE(bvec.Get(i));
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}
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// Check that bits that were set are 1.
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for (int i = 3; i < 10000; i *= 2) {
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EXPECT_TRUE(bvec.Get(i));
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}
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}
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TEST(BitVectorTest, SetReturnValue) {
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BitVector bvec;
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// Make sure |Set| returns false when the bit was not set.
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for (int i = 3; i < 10000; i *= 2) {
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EXPECT_FALSE(bvec.Set(i));
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}
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// Make sure |Set| returns true when the bit was already set.
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for (int i = 3; i < 10000; i *= 2) {
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EXPECT_TRUE(bvec.Set(i));
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}
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}
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TEST(BitVectorTest, Clear) {
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BitVector bvec;
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for (int i = 3; i < 10000; i *= 2) {
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bvec.Set(i);
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}
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// Check that the bits were properly set.
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for (int i = 3; i < 10000; i *= 2) {
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EXPECT_TRUE(bvec.Get(i));
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}
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// Clear all of the bits except for bit 3.
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for (int i = 6; i < 10000; i *= 2) {
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bvec.Clear(i);
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}
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// Make sure bit 3 was not cleared.
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EXPECT_TRUE(bvec.Get(3));
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// Make sure all of the other bits that were set have been cleared.
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for (int i = 6; i < 10000; i *= 2) {
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EXPECT_FALSE(bvec.Get(i));
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}
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}
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TEST(BitVectorTest, ClearReturnValue) {
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BitVector bvec;
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for (int i = 3; i < 10000; i *= 2) {
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bvec.Set(i);
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}
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// Make sure |Clear| returns true if the bit was set.
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for (int i = 3; i < 10000; i *= 2) {
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EXPECT_TRUE(bvec.Clear(i));
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}
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// Make sure |Clear| returns false if the bit was not set.
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for (int i = 3; i < 10000; i *= 2) {
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EXPECT_FALSE(bvec.Clear(i));
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}
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}
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} // namespace
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