nir: Extract lower_id_to_index into a separate function.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15103>
This commit is contained in:
Timur Kristóf
2022-02-24 10:17:36 +01:00
committed by Marge Bot
parent 64acec0ef9
commit 6a4c01f3ef
+31 -32
View File
@@ -265,6 +265,36 @@ nir_lower_system_values(nir_shader *shader)
return progress;
}
static nir_ssa_def *
lower_id_to_index(nir_builder *b, nir_ssa_def *index, nir_ssa_def *size,
unsigned bit_size)
{
/* We lower gl_LocalInvocationID to gl_LocalInvocationIndex based
* on this formula:
*
* id.x = index % size.x;
* id.y = (index / size.x) % gl_WorkGroupSize.y;
* id.z = (index / (size.x * size.y)) % size.z;
*
* However, the final % size.z does nothing unless we
* accidentally end up with an index that is too
* large so it can safely be omitted.
*
* Because no hardware supports a local workgroup size greater than
* about 1K, this calculation can be done in 32-bit and can save some
* 64-bit arithmetic.
*/
nir_ssa_def *size_x = nir_channel(b, size, 0);
nir_ssa_def *size_y = nir_channel(b, size, 1);
nir_ssa_def *id_x = nir_umod(b, index, size_x);
nir_ssa_def *id_y = nir_umod(b, nir_udiv(b, index, size_x), size_y);
nir_ssa_def *id_z = nir_udiv(b, index, nir_imul(b, size_x, size_y));
return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
}
static bool
lower_compute_system_value_filter(const nir_instr *instr, const void *_state)
{
@@ -293,40 +323,9 @@ lower_compute_system_value_instr(nir_builder *b,
*/
if (b->shader->options->lower_cs_local_id_to_index ||
(options && options->lower_cs_local_id_to_index)) {
/* We lower gl_LocalInvocationID to gl_LocalInvocationIndex based
* on this formula:
*
* gl_LocalInvocationID.x =
* gl_LocalInvocationIndex % gl_WorkGroupSize.x;
* gl_LocalInvocationID.y =
* (gl_LocalInvocationIndex / gl_WorkGroupSize.x) %
* gl_WorkGroupSize.y;
* gl_LocalInvocationID.z =
* (gl_LocalInvocationIndex /
* (gl_WorkGroupSize.x * gl_WorkGroupSize.y)) %
* gl_WorkGroupSize.z;
*
* However, the final % gl_WorkGroupSize.z does nothing unless we
* accidentally end up with a gl_LocalInvocationIndex that is too
* large so it can safely be omitted.
*/
nir_ssa_def *local_index = nir_load_local_invocation_index(b);
nir_ssa_def *local_size = nir_load_workgroup_size(b);
/* Because no hardware supports a local workgroup size greater than
* about 1K, this calculation can be done in 32-bit and can save some
* 64-bit arithmetic.
*/
nir_ssa_def *id_x, *id_y, *id_z;
id_x = nir_umod(b, local_index,
nir_channel(b, local_size, 0));
id_y = nir_umod(b, nir_udiv(b, local_index,
nir_channel(b, local_size, 0)),
nir_channel(b, local_size, 1));
id_z = nir_udiv(b, local_index,
nir_imul(b, nir_channel(b, local_size, 0),
nir_channel(b, local_size, 1)));
return nir_u2u(b, nir_vec3(b, id_x, id_y, id_z), bit_size);
return lower_id_to_index(b, local_index, local_size, bit_size);
}
if (options && options->shuffle_local_ids_for_quad_derivatives &&
b->shader->info.cs.derivative_group == DERIVATIVE_GROUP_QUADS &&