Files
mesa/src/amd/common/ac_nir.c
T
Samuel Pitoiset 1c702a8239 ac: move ac_lower_indirect_derefs() outside of the LLVM dir
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10403>
2021-04-23 11:52:01 +02:00

68 lines
2.8 KiB
C

/*
* Copyright © 2016 Bas Nieuwenhuizen
*
* 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"
bool
ac_nir_lower_indirect_derefs(nir_shader *shader,
enum chip_class chip_class)
{
bool progress = false;
/* 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.
*/
NIR_PASS(progress, shader, nir_lower_vars_to_scratch, nir_var_function_temp, 256,
glsl_get_natural_size_align_bytes);
/* LLVM doesn't support VGPR indexing on GFX9. */
bool llvm_has_working_vgpr_indexing = chip_class != 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;
progress |= nir_lower_indirect_derefs(shader, indirect_mask, UINT32_MAX);
return progress;
}