v2: implement GFX10
v3: rebase
v7: rebase after shader args MR
v8: fix gs_vtx_offset usage on GFX9/GFX10
v8: use unreachable() instead of printing intrinsic
v8: rename output_state to ge_output_state
v8: fix formatting around nir_foreach_variable()
v8: rename some helpers in the scheduler
v8: rename p_memory_barrier_all to p_memory_barrier_common
v8: fix assertion comparing ctx.stage against vertex_geometry_gs
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/2421>
Do this by repeating processing of loops until no progress is made.
Totals from affected shaders:
SGPRS: 162576 -> 162576 (0.00 %)
VGPRS: 145228 -> 145228 (0.00 %)
Spilled SGPRs: 668 -> 668 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 15778640 -> 15771336 (-0.05 %) bytes
LDS: 146 -> 146 (0.00 %) blocks
Max Waves: 6087 -> 6087 (0.00 %)
v2: use block_kind_loop_header/block_kind_loop_exit to repeat at the end
of loops instead of at each continue
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Currently if you have an SMEM store followed by an SMEM load that
loads the same location as was written, it won't work because the
store isn't finished before the load is executed. This is NOT
mitigated by an s_nop instruction on GFX10.
Since we currently don't have proper alias analysis, this commit adds
a workaround which will insert an s_waitcnt lgkmcnt(0) before each
SSBO load if they follow a store. We should further refine this in
the future when we can make sure to only add the wait when we load the
same thing as has been stored.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>