From cfeaa45dc694dc6ca44d852c8789a78b821b2d0a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Wed, 25 Dec 2024 09:36:20 -0500 Subject: [PATCH] ac/nir: clean up ac_nir_lower_indirect_derefs MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit IO variables can't occur here anymore. Reviewed-by: Timur Kristóf Part-of: --- src/amd/common/ac_nir.c | 34 +++++----------------------------- 1 file changed, 5 insertions(+), 29 deletions(-) diff --git a/src/amd/common/ac_nir.c b/src/amd/common/ac_nir.c index d93aa115d07..4bb5370f66c 100644 --- a/src/amd/common/ac_nir.c +++ b/src/amd/common/ac_nir.c @@ -1092,40 +1092,16 @@ ac_nir_lower_indirect_derefs(nir_shader *shader, { bool progress = false; + /* TODO: Don't lower convergent VGPR indexing because the hw can do it. */ + /* Lower large variables to scratch first so that we won't bloat the - * shader by generating large if ladders for them. We later lower - * scratch to alloca's, assuming LLVM won't generate VGPR indexing. + * shader by generating large if ladders for them. */ NIR_PASS(progress, shader, nir_lower_vars_to_scratch, nir_var_function_temp, 256, glsl_get_natural_size_align_bytes, glsl_get_natural_size_align_bytes); - /* LLVM doesn't support VGPR indexing on GFX9. */ - bool llvm_has_working_vgpr_indexing = gfx_level != GFX9; - - /* TODO: Indirect indexing of GS inputs is unimplemented. - * - * TCS and TES load inputs directly from LDS or offchip memory, so - * indirect indexing is trivial. - */ - nir_variable_mode indirect_mask = 0; - if (shader->info.stage == MESA_SHADER_GEOMETRY || - (shader->info.stage != MESA_SHADER_TESS_CTRL && shader->info.stage != MESA_SHADER_TESS_EVAL && - !llvm_has_working_vgpr_indexing)) { - indirect_mask |= nir_var_shader_in; - } - if (!llvm_has_working_vgpr_indexing && shader->info.stage != MESA_SHADER_TESS_CTRL) - indirect_mask |= nir_var_shader_out; - - /* TODO: We shouldn't need to do this, however LLVM isn't currently - * smart enough to handle indirects without causing excess spilling - * causing the gpu to hang. - * - * See the following thread for more details of the problem: - * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html - */ - indirect_mask |= nir_var_function_temp; - - NIR_PASS(progress, shader, nir_lower_indirect_derefs, indirect_mask, UINT32_MAX); + /* This lowers indirect indexing to if-else ladders. */ + NIR_PASS(progress, shader, nir_lower_indirect_derefs, nir_var_function_temp, UINT32_MAX); return progress; }