intel/compiler: Lower Task/Mesh I/O before SIMD specific lowering
These are the same for all variants, so just lower it before cloning the nir_shader for each of them. Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15019>
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@@ -176,6 +176,7 @@ brw_compile_task(const struct brw_compiler *compiler,
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BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID);
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brw_compute_tue_map(nir, &prog_data->map);
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NIR_PASS_V(nir, brw_nir_lower_tue_outputs, &prog_data->map);
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const unsigned required_dispatch_width =
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brw_required_dispatch_width(&nir->info, key->base.subgroup_size_type);
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@@ -193,7 +194,6 @@ brw_compile_task(const struct brw_compiler *compiler,
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nir_shader *shader = nir_shader_clone(mem_ctx, nir);
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brw_nir_apply_key(shader, compiler, &key->base, dispatch_width, true /* is_scalar */);
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NIR_PASS_V(shader, brw_nir_lower_tue_outputs, &prog_data->map);
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NIR_PASS_V(shader, brw_nir_lower_load_uniforms);
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NIR_PASS_V(shader, brw_nir_lower_simd, dispatch_width);
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@@ -552,7 +552,11 @@ brw_compile_mesh(const struct brw_compiler *compiler,
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prog_data->uses_drawid =
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BITSET_TEST(nir->info.system_values_read, SYSTEM_VALUE_DRAW_ID);
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NIR_PASS_V(nir, brw_nir_lower_tue_inputs, params->tue_map);
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brw_compute_mue_map(nir, &prog_data->map);
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NIR_PASS_V(nir, brw_nir_lower_mue_outputs, &prog_data->map);
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NIR_PASS_V(nir, brw_nir_adjust_offset_for_arrayed_indices, &prog_data->map);
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const unsigned required_dispatch_width =
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brw_required_dispatch_width(&nir->info, key->base.subgroup_size_type);
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@@ -570,10 +574,6 @@ brw_compile_mesh(const struct brw_compiler *compiler,
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nir_shader *shader = nir_shader_clone(mem_ctx, nir);
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brw_nir_apply_key(shader, compiler, &key->base, dispatch_width, true /* is_scalar */);
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NIR_PASS_V(shader, brw_nir_lower_tue_inputs, params->tue_map);
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NIR_PASS_V(shader, brw_nir_lower_mue_outputs, &prog_data->map);
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NIR_PASS_V(shader, brw_nir_adjust_offset_for_arrayed_indices, &prog_data->map);
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/* Load uniforms can do a better job for constants, so fold before it. */
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NIR_PASS_V(shader, nir_opt_constant_folding);
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NIR_PASS_V(shader, brw_nir_lower_load_uniforms);
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