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authorKenneth Graunke <[email protected]>2015-12-09 02:37:52 -0800
committerKenneth Graunke <[email protected]>2015-12-14 14:39:34 -0800
commit8c4deb10dfbef683a2052a7bd62450aa76ad8fde (patch)
tree9e7c094c837e70f07cd35a43bf22fbc529c220e3
parent106c3a8a489aca6ad3f925fa703931d41c958208 (diff)
i965: Separate base offset/constant offset combining from remapping.
My tessellation branch has two additional remap functions. I don't want to replicate this logic there. v2: Handle inputs/outputs separately (suggested by Jason Ekstrand). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_nir.c95
1 files changed, 70 insertions, 25 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c
index 14ad172a2c3..c9a2767b393 100644
--- a/src/mesa/drivers/dri/i965/brw_nir.c
+++ b/src/mesa/drivers/dri/i965/brw_nir.c
@@ -27,15 +27,43 @@
#include "glsl/nir/nir_builder.h"
#include "program/prog_to_nir.h"
-struct remap_vs_attrs_state {
+static bool
+is_input(nir_intrinsic_instr *intrin)
+{
+ return intrin->intrinsic == nir_intrinsic_load_input ||
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_input;
+}
+
+static bool
+is_output(nir_intrinsic_instr *intrin)
+{
+ return intrin->intrinsic == nir_intrinsic_load_output ||
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
+ intrin->intrinsic == nir_intrinsic_store_output ||
+ intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
+}
+
+/**
+ * In many cases, we just add the base and offset together, so there's no
+ * reason to keep them separate. Sometimes, combining them is essential:
+ * if a shader only accesses part of a compound variable (such as a matrix
+ * or array), the variable's base may not actually exist in the VUE map.
+ *
+ * This pass adds constant offsets to instr->const_index[0], and resets
+ * the offset source to 0. Non-constant offsets remain unchanged - since
+ * we don't know what part of a compound variable is accessed, we allocate
+ * storage for the entire thing.
+ */
+struct add_const_offset_to_base_params {
nir_builder b;
- uint64_t inputs_read;
+ nir_variable_mode mode;
};
static bool
-remap_vs_attrs(nir_block *block, void *void_state)
+add_const_offset_to_base(nir_block *block, void *closure)
{
- struct remap_vs_attrs_state *state = void_state;
+ struct add_const_offset_to_base_params *params = closure;
+ nir_builder *b = &params->b;
nir_foreach_instr_safe(block, instr) {
if (instr->type != nir_instr_type_intrinsic)
@@ -43,30 +71,44 @@ remap_vs_attrs(nir_block *block, void *void_state)
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if ((params->mode == nir_var_shader_in && is_input(intrin)) ||
+ (params->mode == nir_var_shader_out && is_output(intrin))) {
+ nir_src *offset = nir_get_io_offset_src(intrin);
+ nir_const_value *const_offset = nir_src_as_const_value(*offset);
+
+ if (const_offset) {
+ intrin->const_index[0] += const_offset->u[0];
+ b->cursor = nir_before_instr(&intrin->instr);
+ nir_instr_rewrite_src(&intrin->instr, offset,
+ nir_src_for_ssa(nir_imm_int(b, 0)));
+ }
+ }
+ }
+ return true;
+
+}
+
+static bool
+remap_vs_attrs(nir_block *block, void *closure)
+{
+ GLbitfield64 inputs_read = *((GLbitfield64 *) closure);
+
+ nir_foreach_instr(block, instr) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+
if (intrin->intrinsic == nir_intrinsic_load_input) {
/* Attributes come in a contiguous block, ordered by their
* gl_vert_attrib value. That means we can compute the slot
* number for an attribute by masking out the enabled attributes
* before it and counting the bits.
*/
- nir_const_value *const_offset = nir_src_as_const_value(intrin->src[0]);
-
- /* We set EmitNoIndirect for VS inputs, so there are no indirects. */
- assert(const_offset);
-
- int attr = intrin->const_index[0] + const_offset->u[0];
- int slot = _mesa_bitcount_64(state->inputs_read &
- BITFIELD64_MASK(attr));
+ int attr = intrin->const_index[0];
+ int slot = _mesa_bitcount_64(inputs_read & BITFIELD64_MASK(attr));
- /* The NIR -> FS pass will just add the base and offset together, so
- * there's no reason to keep them separate. Just put it all in
- * const_index[0] and set the offset src[0] to load_const(0).
- */
intrin->const_index[0] = 4 * slot;
-
- state->b.cursor = nir_before_instr(&intrin->instr);
- nir_instr_rewrite_src(&intrin->instr, &intrin->src[0],
- nir_src_for_ssa(nir_imm_int(&state->b, 0)));
}
}
return true;
@@ -77,6 +119,10 @@ brw_nir_lower_inputs(nir_shader *nir,
const struct brw_device_info *devinfo,
bool is_scalar)
{
+ struct add_const_offset_to_base_params params = {
+ .mode = nir_var_shader_in
+ };
+
switch (nir->stage) {
case MESA_SHADER_VERTEX:
/* Start with the location of the variable's base. */
@@ -97,17 +143,16 @@ brw_nir_lower_inputs(nir_shader *nir,
* key->inputs_read since the two are identical aside from Gen4-5
* edge flag differences.
*/
- struct remap_vs_attrs_state remap_state = {
- .inputs_read = nir->info.inputs_read,
- };
+ GLbitfield64 inputs_read = nir->info.inputs_read;
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
nir_foreach_overload(nir, overload) {
if (overload->impl) {
- nir_builder_init(&remap_state.b, overload->impl);
- nir_foreach_block(overload->impl, remap_vs_attrs, &remap_state);
+ nir_builder_init(&params.b, overload->impl);
+ nir_foreach_block(overload->impl, add_const_offset_to_base, &params);
+ nir_foreach_block(overload->impl, remap_vs_attrs, &inputs_read);
}
}
}