agx: Handle frag side effects without render targets

We still need to insert our lowering code, though this case could probably be
optimized somehow. Fixes a massive number of KHR-GLES3 and KHR-GLES31 tests,
including
KHR-GLES31.core.shader_atomic_counters.advanced-usage-many-draw-calls2 and lots
of PBO tests.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24258>
This commit is contained in:
Alyssa Rosenzweig
2023-05-30 20:16:07 -04:00
committed by Marge Bot
parent 4ef89e71ba
commit 5b3635a197
+25 -18
View File
@@ -17,6 +17,18 @@
* at the *beginning* of the shader (TODO: handle).
*/
static void
insert_z_write(nir_builder *b)
{
nir_ssa_def *z = nir_load_frag_coord_zw(b, .component = 2);
nir_store_output(b, z, nir_imm_int(b, 0),
.io_semantics.location = FRAG_RESULT_DEPTH,
.src_type = nir_type_float32);
b->shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
}
static bool
pass(struct nir_builder *b, nir_instr *instr, void *data)
{
@@ -34,23 +46,7 @@ pass(struct nir_builder *b, nir_instr *instr, void *data)
*done = true;
b->cursor = nir_before_instr(instr);
nir_ssa_def *zero = nir_imm_int(b, 0);
nir_ssa_def *pixel = nir_load_barycentric_pixel(b, 32, .interp_mode = 1);
nir_ssa_def *position =
nir_load_interpolated_input(b, 1, 32, pixel, zero, .component = 2 /* Z */,
.dest_type = nir_type_float32,
.io_semantics = {
.location = VARYING_SLOT_POS,
.num_slots = 1,
});
nir_store_output(
b, position, zero, .io_semantics.location = FRAG_RESULT_DEPTH,
.write_mask = BITFIELD_MASK(1), .src_type = nir_type_float32);
b->shader->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_POS);
b->shader->info.outputs_written |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
insert_z_write(b);
return true;
}
@@ -72,6 +68,17 @@ agx_nir_lower_frag_sidefx(nir_shader *s)
return false;
bool done = false;
return nir_shader_instructions_pass(
nir_shader_instructions_pass(
s, pass, nir_metadata_block_index | nir_metadata_dominance, &done);
/* If there's no render targets written, just put the write at the end */
if (!done) {
nir_function_impl *impl = nir_shader_get_entrypoint(s);
nir_builder b =
nir_builder_at(nir_after_block(nir_impl_last_block(impl)));
insert_z_write(&b);
}
return true;
}