radv: Move radv_nir_lower_primitive_shading_rate to new file.
Also ran clang-format on the affected code. Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21971>
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@@ -73,6 +73,7 @@ libradv_files = files(
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'nir/radv_nir.h',
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'nir/radv_nir_apply_pipeline_layout.c',
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'nir/radv_nir_lower_abi.c',
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'nir/radv_nir_lower_primitive_shading_rate.c',
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'nir/radv_nir_lower_ray_queries.c',
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'nir/radv_nir_lower_vs_inputs.c',
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'winsys/null/radv_null_bo.c',
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@@ -57,6 +57,8 @@ bool radv_nir_lower_vs_inputs(nir_shader *shader, const struct radv_pipeline_sta
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const struct radv_pipeline_key *pl_key,
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const struct radeon_info *rad_info);
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bool radv_nir_lower_primitive_shading_rate(nir_shader *nir, enum amd_gfx_level gfx_level);
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#ifdef __cplusplus
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}
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#endif
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@@ -0,0 +1,113 @@
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/*
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* Copyright © 2023 Valve Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "nir.h"
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#include "nir_builder.h"
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#include "radv_nir.h"
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bool
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radv_nir_lower_primitive_shading_rate(nir_shader *nir, enum amd_gfx_level gfx_level)
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{
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nir_function_impl *impl = nir_shader_get_entrypoint(nir);
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bool progress = false;
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nir_builder b;
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nir_builder_init(&b, impl);
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/* Iterate in reverse order since there should be only one deref store to PRIMITIVE_SHADING_RATE
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* after lower_io_to_temporaries for vertex shaders.
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*/
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nir_foreach_block_reverse (block, impl) {
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nir_foreach_instr_reverse (instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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if (intr->intrinsic != nir_intrinsic_store_deref)
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continue;
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nir_variable *var = nir_intrinsic_get_var(intr, 0);
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if (var->data.mode != nir_var_shader_out ||
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var->data.location != VARYING_SLOT_PRIMITIVE_SHADING_RATE)
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continue;
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b.cursor = nir_before_instr(instr);
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nir_ssa_def *val = nir_ssa_for_src(&b, intr->src[1], 1);
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/* x_rate = (shadingRate & (Horizontal2Pixels | Horizontal4Pixels)) ? 0x1 : 0x0; */
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nir_ssa_def *x_rate = nir_iand_imm(&b, val, 12);
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x_rate = nir_b2i32(&b, nir_ine_imm(&b, x_rate, 0));
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/* y_rate = (shadingRate & (Vertical2Pixels | Vertical4Pixels)) ? 0x1 : 0x0; */
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nir_ssa_def *y_rate = nir_iand_imm(&b, val, 3);
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y_rate = nir_b2i32(&b, nir_ine_imm(&b, y_rate, 0));
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nir_ssa_def *out = NULL;
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/* MS:
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* Primitive shading rate is a per-primitive output, it is
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* part of the second channel of the primitive export.
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* Bits [28:31] = VRS rate
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* This will be added to the other bits of that channel in the backend.
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*
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* VS, TES, GS:
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* Primitive shading rate is a per-vertex output pos export.
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* Bits [2:5] = VRS rate
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* HW shading rate = (xRate << 2) | (yRate << 4)
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*
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* GFX11: 4-bit VRS_SHADING_RATE enum
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* GFX10: X = low 2 bits, Y = high 2 bits
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*/
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unsigned x_rate_shift = 2;
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unsigned y_rate_shift = 4;
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if (gfx_level >= GFX11) {
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x_rate_shift = 4;
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y_rate_shift = 2;
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}
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if (nir->info.stage == MESA_SHADER_MESH) {
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x_rate_shift += 26;
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y_rate_shift += 26;
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}
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out = nir_ior(&b, nir_ishl_imm(&b, x_rate, x_rate_shift),
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nir_ishl_imm(&b, y_rate, y_rate_shift));
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nir_instr_rewrite_src(&intr->instr, &intr->src[1], nir_src_for_ssa(out));
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progress = true;
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if (nir->info.stage == MESA_SHADER_VERTEX)
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break;
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}
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if (nir->info.stage == MESA_SHADER_VERTEX && progress)
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break;
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}
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if (progress)
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nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance);
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else
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nir_metadata_preserve(impl, nir_metadata_all);
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return progress;
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}
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@@ -377,92 +377,6 @@ lower_intrinsics(nir_shader *nir, const struct radv_pipeline_key *key)
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return progress;
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}
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static bool
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radv_lower_primitive_shading_rate(nir_shader *nir, enum amd_gfx_level gfx_level)
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{
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nir_function_impl *impl = nir_shader_get_entrypoint(nir);
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bool progress = false;
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nir_builder b;
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nir_builder_init(&b, impl);
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/* Iterate in reverse order since there should be only one deref store to PRIMITIVE_SHADING_RATE
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* after lower_io_to_temporaries for vertex shaders.
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*/
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nir_foreach_block_reverse(block, impl) {
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nir_foreach_instr_reverse(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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if (intr->intrinsic != nir_intrinsic_store_deref)
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continue;
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nir_variable *var = nir_intrinsic_get_var(intr, 0);
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if (var->data.mode != nir_var_shader_out ||
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var->data.location != VARYING_SLOT_PRIMITIVE_SHADING_RATE)
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continue;
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b.cursor = nir_before_instr(instr);
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nir_ssa_def *val = nir_ssa_for_src(&b, intr->src[1], 1);
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/* x_rate = (shadingRate & (Horizontal2Pixels | Horizontal4Pixels)) ? 0x1 : 0x0; */
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nir_ssa_def *x_rate = nir_iand_imm(&b, val, 12);
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x_rate = nir_b2i32(&b, nir_ine_imm(&b, x_rate, 0));
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/* y_rate = (shadingRate & (Vertical2Pixels | Vertical4Pixels)) ? 0x1 : 0x0; */
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nir_ssa_def *y_rate = nir_iand_imm(&b, val, 3);
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y_rate = nir_b2i32(&b, nir_ine_imm(&b, y_rate, 0));
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nir_ssa_def *out = NULL;
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/* MS:
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* Primitive shading rate is a per-primitive output, it is
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* part of the second channel of the primitive export.
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* Bits [28:31] = VRS rate
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* This will be added to the other bits of that channel in the backend.
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*
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* VS, TES, GS:
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* Primitive shading rate is a per-vertex output pos export.
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* Bits [2:5] = VRS rate
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* HW shading rate = (xRate << 2) | (yRate << 4)
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*
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* GFX11: 4-bit VRS_SHADING_RATE enum
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* GFX10: X = low 2 bits, Y = high 2 bits
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*/
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unsigned x_rate_shift = 2;
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unsigned y_rate_shift = 4;
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if (gfx_level >= GFX11) {
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x_rate_shift = 4;
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y_rate_shift = 2;
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}
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if (nir->info.stage == MESA_SHADER_MESH) {
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x_rate_shift += 26;
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y_rate_shift += 26;
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}
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out = nir_ior(&b, nir_ishl_imm(&b, x_rate, x_rate_shift), nir_ishl_imm(&b, y_rate, y_rate_shift));
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nir_instr_rewrite_src(&intr->instr, &intr->src[1], nir_src_for_ssa(out));
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progress = true;
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if (nir->info.stage == MESA_SHADER_VERTEX)
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break;
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}
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if (nir->info.stage == MESA_SHADER_VERTEX && progress)
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break;
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}
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if (progress)
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nir_metadata_preserve(impl, nir_metadata_block_index | nir_metadata_dominance);
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else
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nir_metadata_preserve(impl, nir_metadata_all);
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return progress;
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}
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bool
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radv_lower_fs_intrinsics(nir_shader *nir, const struct radv_pipeline_stage *fs_stage,
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const struct radv_pipeline_key *key)
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@@ -1007,7 +921,7 @@ radv_shader_spirv_to_nir(struct radv_device *device, const struct radv_pipeline_
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nir->info.stage == MESA_SHADER_MESH) &&
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nir->info.outputs_written & BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)) {
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/* Lower primitive shading rate to match HW requirements. */
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NIR_PASS(_, nir, radv_lower_primitive_shading_rate,
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NIR_PASS(_, nir, radv_nir_lower_primitive_shading_rate,
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device->physical_device->rad_info.gfx_level);
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}
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