v3dv/pipeline: adding some nir-based linking

Among other things, gets a constants output from a vs, used as input
to a fs, to get lowered and moved as a load const on the fs.

Heavily based on st_glsl_to_nir, already used by the v3d
driver. Slightly adapted to our needs, but there are still room for
customization.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
Alejandro Piñeiro
2020-01-17 13:36:22 +01:00
committed by Marge Bot
parent dc45d57c38
commit 1ae844c1c8
+116
View File
@@ -625,6 +625,100 @@ compile_pipeline_stage(struct v3dv_pipeline_stage *p_stage)
free(qpu_insts);
}
/* FIXME: C&P from st, common place? */
static void
st_nir_opts(nir_shader *nir)
{
bool progress;
do {
progress = false;
NIR_PASS_V(nir, nir_lower_vars_to_ssa);
/* Linking deals with unused inputs/outputs, but here we can remove
* things local to the shader in the hopes that we can cleanup other
* things. This pass will also remove variables with only stores, so we
* might be able to make progress after it.
*/
NIR_PASS(progress, nir, nir_remove_dead_variables,
(nir_variable_mode)(nir_var_function_temp |
nir_var_shader_temp |
nir_var_mem_shared),
NULL);
NIR_PASS(progress, nir, nir_opt_copy_prop_vars);
NIR_PASS(progress, nir, nir_opt_dead_write_vars);
if (nir->options->lower_to_scalar) {
NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
NIR_PASS_V(nir, nir_lower_phis_to_scalar);
}
NIR_PASS_V(nir, nir_lower_alu);
NIR_PASS_V(nir, nir_lower_pack);
NIR_PASS(progress, nir, nir_copy_prop);
NIR_PASS(progress, nir, nir_opt_remove_phis);
NIR_PASS(progress, nir, nir_opt_dce);
if (nir_opt_trivial_continues(nir)) {
progress = true;
NIR_PASS(progress, nir, nir_copy_prop);
NIR_PASS(progress, nir, nir_opt_dce);
}
NIR_PASS(progress, nir, nir_opt_if, false);
NIR_PASS(progress, nir, nir_opt_dead_cf);
NIR_PASS(progress, nir, nir_opt_cse);
NIR_PASS(progress, nir, nir_opt_peephole_select, 8, true, true);
NIR_PASS(progress, nir, nir_opt_algebraic);
NIR_PASS(progress, nir, nir_opt_constant_folding);
NIR_PASS(progress, nir, nir_opt_undef);
NIR_PASS(progress, nir, nir_opt_conditional_discard);
if (nir->options->max_unroll_iterations) {
NIR_PASS(progress, nir, nir_opt_loop_unroll, (nir_variable_mode)0);
}
} while (progress);
}
static void
link_shaders(nir_shader *producer, nir_shader *consumer)
{
assert(producer);
assert(consumer);
if (producer->options->lower_to_scalar) {
NIR_PASS_V(producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
NIR_PASS_V(consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
}
nir_lower_io_arrays_to_elements(producer, consumer);
st_nir_opts(producer);
st_nir_opts(consumer);
if (nir_link_opt_varyings(producer, consumer))
st_nir_opts(consumer);
NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
if (nir_remove_unused_varyings(producer, consumer)) {
NIR_PASS_V(producer, nir_lower_global_vars_to_local);
NIR_PASS_V(consumer, nir_lower_global_vars_to_local);
st_nir_opts(producer);
st_nir_opts(consumer);
/* Optimizations can cause varyings to become unused.
* nir_compact_varyings() depends on all dead varyings being removed so
* we need to call nir_remove_dead_variables() again here.
*/
NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
}
}
static VkResult
pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *pCreateInfo,
@@ -662,7 +756,29 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
}
/* Linking */
struct v3dv_pipeline_stage *next_stage = NULL;
for (int stage = MESA_SHADER_STAGES - 1; stage >= 0; stage--) {
if (stages[stage] == NULL || stages[stage]->entrypoint == NULL)
continue;
struct v3dv_pipeline_stage *p_stage = stages[stage];
switch(stage) {
case MESA_SHADER_VERTEX:
link_shaders(p_stage->nir, next_stage->nir);
break;
case MESA_SHADER_FRAGMENT:
/* FIXME: not doing any specific linking stuff here yet */
break;
default:
unreachable("not supported shader stage");
}
next_stage = stages[stage];
}
/* Compiling to vir */
for (int stage = MESA_SHADER_STAGES - 1; stage >= 0; stage--) {
if (stages[stage] == NULL || stages[stage]->entrypoint == NULL)
continue;