c0692dbfab
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>
158 lines
6.3 KiB
C
158 lines
6.3 KiB
C
/*
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* Copyright © 2016 Red Hat.
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* Copyright © 2016 Bas Nieuwenhuizen
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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 "ac_nir.h"
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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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#include "radv_private.h"
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#include "radv_shader.h"
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static int
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type_size_vec4(const struct glsl_type *type, bool bindless)
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{
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return glsl_count_attribute_slots(type, false);
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}
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void
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radv_nir_lower_io_to_scalar_early(nir_shader *nir, nir_variable_mode mask)
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{
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bool progress = false;
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NIR_PASS(progress, nir, nir_lower_array_deref_of_vec, mask,
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nir_lower_direct_array_deref_of_vec_load | nir_lower_indirect_array_deref_of_vec_load |
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nir_lower_direct_array_deref_of_vec_store |
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nir_lower_indirect_array_deref_of_vec_store);
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NIR_PASS(progress, nir, nir_lower_io_to_scalar_early, mask);
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if (progress) {
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/* Optimize the new vector code and then remove dead vars */
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NIR_PASS(_, nir, nir_copy_prop);
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NIR_PASS(_, nir, nir_opt_shrink_vectors);
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if (mask & nir_var_shader_out) {
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/* Optimize swizzled movs of load_const for nir_link_opt_varyings's constant propagation. */
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NIR_PASS(_, nir, nir_opt_constant_folding);
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/* For nir_link_opt_varyings's duplicate input opt */
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NIR_PASS(_, nir, nir_opt_cse);
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}
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/* Run copy-propagation to help remove dead output variables (some shaders have useless copies
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* to/from an output), so compaction later will be more effective.
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*
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* This will have been done earlier but it might not have worked because the outputs were
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* vector.
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*/
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if (nir->info.stage == MESA_SHADER_TESS_CTRL)
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NIR_PASS(_, nir, nir_opt_copy_prop_vars);
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NIR_PASS(_, nir, nir_opt_dce);
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NIR_PASS(_, nir, nir_remove_dead_variables,
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nir_var_function_temp | nir_var_shader_in | nir_var_shader_out, NULL);
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}
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}
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void
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radv_nir_lower_io(struct radv_device *device, nir_shader *nir)
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{
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if (nir->info.stage == MESA_SHADER_FRAGMENT) {
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nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs, MESA_SHADER_FRAGMENT);
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}
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if (nir->info.stage == MESA_SHADER_VERTEX) {
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NIR_PASS(_, nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0);
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NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out, type_size_vec4,
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nir_lower_io_lower_64bit_to_32);
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} else {
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NIR_PASS(_, nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out, type_size_vec4,
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nir_lower_io_lower_64bit_to_32);
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}
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/* This pass needs actual constants */
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NIR_PASS(_, nir, nir_opt_constant_folding);
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NIR_PASS(_, nir, nir_io_add_const_offset_to_base, nir_var_shader_in | nir_var_shader_out);
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if (device->physical_device->use_ngg_streamout && nir->xfb_info) {
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NIR_PASS_V(nir, nir_io_add_intrinsic_xfb_info);
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/* The total number of shader outputs is required for computing the pervertex LDS size for
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* VS/TES when lowering NGG streamout.
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*/
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nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs, nir->info.stage);
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}
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}
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bool
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radv_nir_lower_io_to_mem(struct radv_device *device, struct radv_pipeline_stage *stage)
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{
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const struct radv_shader_info *info = &stage->info;
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nir_shader *nir = stage->nir;
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if (nir->info.stage == MESA_SHADER_VERTEX) {
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if (info->vs.as_ls) {
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NIR_PASS_V(nir, ac_nir_lower_ls_outputs_to_mem, NULL, info->vs.tcs_in_out_eq,
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info->vs.tcs_temp_only_input_mask);
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return true;
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} else if (info->vs.as_es) {
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NIR_PASS_V(nir, ac_nir_lower_es_outputs_to_mem, NULL,
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device->physical_device->rad_info.gfx_level, info->esgs_itemsize);
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return true;
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}
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} else if (nir->info.stage == MESA_SHADER_TESS_CTRL) {
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NIR_PASS_V(nir, ac_nir_lower_hs_inputs_to_mem, NULL, info->vs.tcs_in_out_eq);
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NIR_PASS_V(nir, ac_nir_lower_hs_outputs_to_mem, NULL,
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device->physical_device->rad_info.gfx_level, info->tcs.tes_reads_tess_factors,
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info->tcs.tes_inputs_read, info->tcs.tes_patch_inputs_read,
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info->tcs.num_linked_outputs, info->tcs.num_linked_patch_outputs, info->wave_size,
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false, false, true);
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return true;
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} else if (nir->info.stage == MESA_SHADER_TESS_EVAL) {
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NIR_PASS_V(nir, ac_nir_lower_tes_inputs_to_mem, NULL);
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if (info->tes.as_es) {
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NIR_PASS_V(nir, ac_nir_lower_es_outputs_to_mem, NULL,
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device->physical_device->rad_info.gfx_level, info->esgs_itemsize);
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}
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return true;
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} else if (nir->info.stage == MESA_SHADER_GEOMETRY) {
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NIR_PASS_V(nir, ac_nir_lower_gs_inputs_to_mem, NULL,
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device->physical_device->rad_info.gfx_level, false);
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return true;
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} else if (nir->info.stage == MESA_SHADER_TASK) {
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ac_nir_lower_task_outputs_to_mem(nir, AC_TASK_PAYLOAD_ENTRY_BYTES,
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device->physical_device->task_info.num_entries);
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return true;
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} else if (nir->info.stage == MESA_SHADER_MESH) {
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ac_nir_lower_mesh_inputs_to_mem(nir, AC_TASK_PAYLOAD_ENTRY_BYTES,
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device->physical_device->task_info.num_entries);
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return true;
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}
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return false;
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}
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