SprivShader: Replace hand-rolled bitcount with LLVM intrinsic
Moved the hand-rolled implementation to Subzero.
As we've started exposing bit intrinsics, we might as fix the TODOs.
Bug: b/126873455
Tests: dEQP-VK.glsl.builtin.function.integer.bitcount.*
Change-Id: Ic37dfd5d73187f2b3afa444abfd9e22439c871b1
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/28792
Presubmit-Ready: Ben Clayton <bclayton@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Tested-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Pipeline/SpirvShader.cpp b/src/Pipeline/SpirvShader.cpp
index 201541d..18f85cf 100644
--- a/src/Pipeline/SpirvShader.cpp
+++ b/src/Pipeline/SpirvShader.cpp
@@ -2771,25 +2771,11 @@
break;
}
case spv::OpBitReverse:
- {
dst.move(i, BitReverse(src.UInt(i)));
break;
- }
case spv::OpBitCount:
- {
- // TODO: Add an intrinsic to reactor. Even if there isn't a
- // single vector instruction, there may be target-dependent
- // ways to make this faster.
- // https://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
- auto v = src.UInt(i);
- SIMD::UInt c = v - ((v >> 1) & SIMD::UInt(0x55555555));
- c = ((c >> 2) & SIMD::UInt(0x33333333)) + (c & SIMD::UInt(0x33333333));
- c = ((c >> 4) + c) & SIMD::UInt(0x0F0F0F0F);
- c = ((c >> 8) + c) & SIMD::UInt(0x00FF00FF);
- c = ((c >> 16) + c) & SIMD::UInt(0x0000FFFF);
- dst.move(i, c);
+ dst.move(i, BitCount(src.UInt(i)));
break;
- }
case spv::OpSNegate:
dst.move(i, -src.Int(i));
break;
diff --git a/src/Reactor/LLVMReactor.cpp b/src/Reactor/LLVMReactor.cpp
index de30f2e..ad72d6f 100644
--- a/src/Reactor/LLVMReactor.cpp
+++ b/src/Reactor/LLVMReactor.cpp
@@ -3220,6 +3220,12 @@
return RValue<UInt4>(V(::builder->CreateCall(func, { V(v.value) })));
}
+ RValue<UInt4> BitCount(RValue<UInt4> v)
+ {
+ auto func = llvm::Intrinsic::getDeclaration(::module, llvm::Intrinsic::ctpop, { T(UInt4::getType()) } );
+ return RValue<UInt4>(V(::builder->CreateCall(func, { V(v.value) })));
+ }
+
RValue<UInt4> Ctlz(RValue<UInt4> v, bool isZeroUndef)
{
#if REACTOR_LLVM_VERSION < 7
diff --git a/src/Reactor/Reactor.hpp b/src/Reactor/Reactor.hpp
index c119d45..5094d4b 100644
--- a/src/Reactor/Reactor.hpp
+++ b/src/Reactor/Reactor.hpp
@@ -2233,6 +2233,7 @@
// Bit Manipulation functions.
// TODO: Currentlhy unimplemented for Subzero.
RValue<UInt4> BitReverse(RValue<UInt4> x);
+ RValue<UInt4> BitCount(RValue<UInt4> x);
// Count leading zeros.
// Returns 32 when: isZeroUndef && x == 0.
diff --git a/src/Reactor/SubzeroReactor.cpp b/src/Reactor/SubzeroReactor.cpp
index c6e16f0..5a2d3a4 100644
--- a/src/Reactor/SubzeroReactor.cpp
+++ b/src/Reactor/SubzeroReactor.cpp
@@ -3371,6 +3371,17 @@
return v;
}
+ RValue<UInt4> BitCount(RValue<UInt4> x)
+ {
+ // https://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
+ UInt4 v = x - ((x >> 1) & UInt4(0x55555555));
+ v = ((v >> 2) & UInt4(0x33333333)) + (v & UInt4(0x33333333));
+ v = ((v >> 4) + v) & UInt4(0x0F0F0F0F);
+ v = ((v >> 8) + v) & UInt4(0x00FF00FF);
+ v = ((v >> 16) + v) & UInt4(0x0000FFFF);
+ return v;
+ }
+
Type *Float4::getType()
{
return T(Ice::IceType_v4f32);