Files
mesa/src/amd/vulkan/nir/radv_nir_lower_io.c
T
Timur Kristóf c0692dbfab radv: Move I/O lowering functions into a 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>
2023-03-30 05:59:13 +00:00

158 lines
6.3 KiB
C

/*
* Copyright © 2016 Red Hat.
* Copyright © 2016 Bas Nieuwenhuizen
* Copyright © 2023 Valve Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "ac_nir.h"
#include "nir.h"
#include "nir_builder.h"
#include "radv_nir.h"
#include "radv_private.h"
#include "radv_shader.h"
static int
type_size_vec4(const struct glsl_type *type, bool bindless)
{
return glsl_count_attribute_slots(type, false);
}
void
radv_nir_lower_io_to_scalar_early(nir_shader *nir, nir_variable_mode mask)
{
bool progress = false;
NIR_PASS(progress, nir, nir_lower_array_deref_of_vec, mask,
nir_lower_direct_array_deref_of_vec_load | nir_lower_indirect_array_deref_of_vec_load |
nir_lower_direct_array_deref_of_vec_store |
nir_lower_indirect_array_deref_of_vec_store);
NIR_PASS(progress, nir, nir_lower_io_to_scalar_early, mask);
if (progress) {
/* Optimize the new vector code and then remove dead vars */
NIR_PASS(_, nir, nir_copy_prop);
NIR_PASS(_, nir, nir_opt_shrink_vectors);
if (mask & nir_var_shader_out) {
/* Optimize swizzled movs of load_const for nir_link_opt_varyings's constant propagation. */
NIR_PASS(_, nir, nir_opt_constant_folding);
/* For nir_link_opt_varyings's duplicate input opt */
NIR_PASS(_, nir, nir_opt_cse);
}
/* Run copy-propagation to help remove dead output variables (some shaders have useless copies
* to/from an output), so compaction later will be more effective.
*
* This will have been done earlier but it might not have worked because the outputs were
* vector.
*/
if (nir->info.stage == MESA_SHADER_TESS_CTRL)
NIR_PASS(_, nir, nir_opt_copy_prop_vars);
NIR_PASS(_, nir, nir_opt_dce);
NIR_PASS(_, nir, nir_remove_dead_variables,
nir_var_function_temp | nir_var_shader_in | nir_var_shader_out, NULL);
}
}
void
radv_nir_lower_io(struct radv_device *device, nir_shader *nir)
{
if (nir->info.stage == MESA_SHADER_FRAGMENT) {
nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs, MESA_SHADER_FRAGMENT);
}
if (nir->info.stage == MESA_SHADER_VERTEX) {
NIR_PASS(_, nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0);
NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out, type_size_vec4,
nir_lower_io_lower_64bit_to_32);
} else {
NIR_PASS(_, nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out, type_size_vec4,
nir_lower_io_lower_64bit_to_32);
}
/* This pass needs actual constants */
NIR_PASS(_, nir, nir_opt_constant_folding);
NIR_PASS(_, nir, nir_io_add_const_offset_to_base, nir_var_shader_in | nir_var_shader_out);
if (device->physical_device->use_ngg_streamout && nir->xfb_info) {
NIR_PASS_V(nir, nir_io_add_intrinsic_xfb_info);
/* The total number of shader outputs is required for computing the pervertex LDS size for
* VS/TES when lowering NGG streamout.
*/
nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs, nir->info.stage);
}
}
bool
radv_nir_lower_io_to_mem(struct radv_device *device, struct radv_pipeline_stage *stage)
{
const struct radv_shader_info *info = &stage->info;
nir_shader *nir = stage->nir;
if (nir->info.stage == MESA_SHADER_VERTEX) {
if (info->vs.as_ls) {
NIR_PASS_V(nir, ac_nir_lower_ls_outputs_to_mem, NULL, info->vs.tcs_in_out_eq,
info->vs.tcs_temp_only_input_mask);
return true;
} else if (info->vs.as_es) {
NIR_PASS_V(nir, ac_nir_lower_es_outputs_to_mem, NULL,
device->physical_device->rad_info.gfx_level, info->esgs_itemsize);
return true;
}
} else if (nir->info.stage == MESA_SHADER_TESS_CTRL) {
NIR_PASS_V(nir, ac_nir_lower_hs_inputs_to_mem, NULL, info->vs.tcs_in_out_eq);
NIR_PASS_V(nir, ac_nir_lower_hs_outputs_to_mem, NULL,
device->physical_device->rad_info.gfx_level, info->tcs.tes_reads_tess_factors,
info->tcs.tes_inputs_read, info->tcs.tes_patch_inputs_read,
info->tcs.num_linked_outputs, info->tcs.num_linked_patch_outputs, info->wave_size,
false, false, true);
return true;
} else if (nir->info.stage == MESA_SHADER_TESS_EVAL) {
NIR_PASS_V(nir, ac_nir_lower_tes_inputs_to_mem, NULL);
if (info->tes.as_es) {
NIR_PASS_V(nir, ac_nir_lower_es_outputs_to_mem, NULL,
device->physical_device->rad_info.gfx_level, info->esgs_itemsize);
}
return true;
} else if (nir->info.stage == MESA_SHADER_GEOMETRY) {
NIR_PASS_V(nir, ac_nir_lower_gs_inputs_to_mem, NULL,
device->physical_device->rad_info.gfx_level, false);
return true;
} else if (nir->info.stage == MESA_SHADER_TASK) {
ac_nir_lower_task_outputs_to_mem(nir, AC_TASK_PAYLOAD_ENTRY_BYTES,
device->physical_device->task_info.num_entries);
return true;
} else if (nir->info.stage == MESA_SHADER_MESH) {
ac_nir_lower_mesh_inputs_to_mem(nir, AC_TASK_PAYLOAD_ENTRY_BYTES,
device->physical_device->task_info.num_entries);
return true;
}
return false;
}