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authorRhys Perry <[email protected]>2019-05-17 15:04:39 +0100
committerRhys Perry <[email protected]>2019-09-06 15:38:04 +0000
commitbcd14756eec808f2f04d38a8880488188eb0eef0 (patch)
treeb3840492eaf01ea983dfd3aa890d8ce675847f7c
parent300e758b7c428289909b318bb0df230b22ab5d9b (diff)
nir/lower_io_to_vector: add flat mode
This has lower_io_to_vector try to turn variables into arrays of 4-sized vectors when possible and fall back to the old approach when that isn't possible. This is so that lower_io_to_vector can guarantee that only one variable is used for each fragment shader output. v2: handle dual-source blending v3: don't try to merge structs and non-32-bit types in get_flat_type() v3: fix per-vertex inputs v3: fix and cleanup location advancement in get_flat_type() and it's calling code v4: prioritize the original mode over the flat mode v4: don't create flat variables to merge only one variable v5: don't skip an entire slot when encountering structs in the old mode Signed-off-by: Rhys Perry <[email protected]> Reviewed-by: Connor Abbott <[email protected]>
-rw-r--r--src/compiler/nir/nir_lower_io_to_vector.c251
1 files changed, 204 insertions, 47 deletions
diff --git a/src/compiler/nir/nir_lower_io_to_vector.c b/src/compiler/nir/nir_lower_io_to_vector.c
index 896b9504868..677b4a84095 100644
--- a/src/compiler/nir/nir_lower_io_to_vector.c
+++ b/src/compiler/nir/nir_lower_io_to_vector.c
@@ -48,6 +48,22 @@ get_slot(const nir_variable *var)
}
static const struct glsl_type *
+get_per_vertex_type(const nir_shader *shader, const nir_variable *var,
+ unsigned *num_vertices)
+{
+ if (nir_is_per_vertex_io(var, shader->info.stage)) {
+ assert(glsl_type_is_array(var->type));
+ if (num_vertices)
+ *num_vertices = glsl_get_length(var->type);
+ return glsl_get_array_element(var->type);
+ } else {
+ if (num_vertices)
+ *num_vertices = 0;
+ return var->type;
+ }
+}
+
+static const struct glsl_type *
resize_array_vec_type(const struct glsl_type *type, unsigned num_components)
{
if (glsl_type_is_array(type)) {
@@ -61,43 +77,45 @@ resize_array_vec_type(const struct glsl_type *type, unsigned num_components)
}
static bool
-variable_can_rewrite(const nir_variable *var)
-{
- /* Skip complex types we don't split in the first place */
- if (!glsl_type_is_vector_or_scalar(glsl_without_array(var->type)))
- return false;
-
- /* TODO: add 64/16bit support ? */
- if (glsl_get_bit_size(glsl_without_array(var->type)) != 32)
- return false;
-
- return true;
-}
-
-static bool
-variables_can_merge(nir_shader *shader,
- const nir_variable *a, const nir_variable *b)
+variables_can_merge(const nir_shader *shader,
+ const nir_variable *a, const nir_variable *b,
+ bool same_array_structure)
{
const struct glsl_type *a_type_tail = a->type;
const struct glsl_type *b_type_tail = b->type;
+ if (nir_is_per_vertex_io(a, shader->info.stage) !=
+ nir_is_per_vertex_io(b, shader->info.stage))
+ return false;
+
/* They must have the same array structure */
- while (glsl_type_is_array(a_type_tail)) {
- if (!glsl_type_is_array(b_type_tail))
- return false;
+ if (same_array_structure) {
+ while (glsl_type_is_array(a_type_tail)) {
+ if (!glsl_type_is_array(b_type_tail))
+ return false;
- if (glsl_get_length(a_type_tail) != glsl_get_length(b_type_tail))
- return false;
+ if (glsl_get_length(a_type_tail) != glsl_get_length(b_type_tail))
+ return false;
- a_type_tail = glsl_get_array_element(a_type_tail);
- b_type_tail = glsl_get_array_element(b_type_tail);
+ a_type_tail = glsl_get_array_element(a_type_tail);
+ b_type_tail = glsl_get_array_element(b_type_tail);
+ }
+ if (glsl_type_is_array(b_type_tail))
+ return false;
+ } else {
+ a_type_tail = glsl_without_array(a_type_tail);
+ b_type_tail = glsl_without_array(b_type_tail);
}
if (!glsl_type_is_vector_or_scalar(a_type_tail) ||
!glsl_type_is_vector_or_scalar(b_type_tail))
return false;
- if (glsl_get_base_type(a->type) != glsl_get_base_type(b->type))
+ if (glsl_get_base_type(a_type_tail) != glsl_get_base_type(b_type_tail))
+ return false;
+
+ /* TODO: add 64/16bit support ? */
+ if (glsl_get_bit_size(a_type_tail) != 32)
return false;
assert(a->data.mode == b->data.mode);
@@ -114,26 +132,75 @@ variables_can_merge(nir_shader *shader,
return true;
}
+static const struct glsl_type *
+get_flat_type(const nir_shader *shader, nir_variable *old_vars[MAX_SLOTS][4],
+ unsigned *loc, nir_variable **first_var, unsigned *num_vertices)
+{
+ unsigned todo = 1;
+ unsigned slots = 0;
+ unsigned num_vars = 0;
+ enum glsl_base_type base;
+ *num_vertices = 0;
+ *first_var = NULL;
+
+ while (todo) {
+ assert(*loc < MAX_SLOTS);
+ for (unsigned frac = 0; frac < 4; frac++) {
+ nir_variable *var = old_vars[*loc][frac];
+ if (!var)
+ continue;
+ if ((*first_var &&
+ !variables_can_merge(shader, var, *first_var, false)) ||
+ var->data.compact) {
+ (*loc)++;
+ return NULL;
+ }
+
+ if (!*first_var) {
+ if (!glsl_type_is_vector_or_scalar(glsl_without_array(var->type))) {
+ (*loc)++;
+ return NULL;
+ }
+ *first_var = var;
+ base = glsl_get_base_type(
+ glsl_without_array(get_per_vertex_type(shader, var, NULL)));
+ }
+
+ bool vs_in = shader->info.stage == MESA_SHADER_VERTEX &&
+ var->data.mode == nir_var_shader_in;
+ unsigned var_slots = glsl_count_attribute_slots(
+ get_per_vertex_type(shader, var, num_vertices), vs_in);
+ todo = MAX2(todo, var_slots);
+ num_vars++;
+ }
+ todo--;
+ slots++;
+ (*loc)++;
+ }
+
+ if (num_vars <= 1)
+ return NULL;
+
+ return glsl_array_type(glsl_vector_type(base, 4), slots, 0);
+}
+
static bool
create_new_io_vars(nir_shader *shader, struct exec_list *io_list,
- nir_variable *old_vars[MAX_SLOTS][4],
- nir_variable *new_vars[MAX_SLOTS][4])
+ nir_variable *new_vars[MAX_SLOTS][4],
+ bool flat_vars[MAX_SLOTS])
{
if (exec_list_is_empty(io_list))
return false;
+ nir_variable *old_vars[MAX_SLOTS][4] = {{0}};
+
nir_foreach_variable(var, io_list) {
- if (variable_can_rewrite(var)) {
- unsigned frac = var->data.location_frac;
- old_vars[get_slot(var)][frac] = var;
- }
+ unsigned frac = var->data.location_frac;
+ old_vars[get_slot(var)][frac] = var;
}
bool merged_any_vars = false;
- /* We don't handle combining vars of different type e.g. different array
- * lengths.
- */
for (unsigned loc = 0; loc < MAX_SLOTS; loc++) {
unsigned frac = 0;
while (frac < 4) {
@@ -152,7 +219,7 @@ create_new_io_vars(nir_shader *shader, struct exec_list *io_list,
break;
if (var != first_var) {
- if (!variables_can_merge(shader, first_var, var))
+ if (!variables_can_merge(shader, first_var, var, true))
break;
found_merge = true;
@@ -160,6 +227,11 @@ create_new_io_vars(nir_shader *shader, struct exec_list *io_list,
const unsigned num_components =
glsl_get_components(glsl_without_array(var->type));
+ if (!num_components) {
+ assert(frac == 0);
+ frac++;
+ break; /* The type was a struct. */
+ }
/* We had better not have any overlapping vars */
for (unsigned i = 1; i < num_components; i++)
@@ -178,9 +250,42 @@ create_new_io_vars(nir_shader *shader, struct exec_list *io_list,
var->type = resize_array_vec_type(var->type, frac - first);
nir_shader_add_variable(shader, var);
- for (unsigned i = first; i < frac; i++)
+ for (unsigned i = first; i < frac; i++) {
new_vars[loc][i] = var;
+ old_vars[loc][i] = NULL;
+ }
+
+ old_vars[loc][first] = var;
+ }
+ }
+
+ /* "flat" mode: tries to ensure there is at most one variable per slot by
+ * merging variables into vec4s
+ */
+ for (unsigned loc = 0; loc < MAX_SLOTS;) {
+ nir_variable *first_var;
+ unsigned num_vertices;
+ unsigned new_loc = loc;
+ const struct glsl_type *flat_type =
+ get_flat_type(shader, old_vars, &new_loc, &first_var, &num_vertices);
+ if (flat_type) {
+ merged_any_vars = true;
+
+ nir_variable *var = nir_variable_clone(first_var, shader);
+ var->data.location_frac = 0;
+ if (num_vertices)
+ var->type = glsl_array_type(flat_type, num_vertices, 0);
+ else
+ var->type = flat_type;
+
+ nir_shader_add_variable(shader, var);
+ for (unsigned i = 0; i < glsl_get_length(flat_type); i++) {
+ for (unsigned j = 0; j < 4; j++)
+ new_vars[loc + i][j] = var;
+ flat_vars[loc + i] = true;
+ }
}
+ loc = new_loc;
}
return merged_any_vars;
@@ -199,6 +304,45 @@ build_array_deref_of_new_var(nir_builder *b, nir_variable *new_var,
return nir_build_deref_follower(b, parent, leader);
}
+static nir_ssa_def *
+build_array_index(nir_builder *b, nir_deref_instr *deref, nir_ssa_def *base,
+ bool vs_in)
+{
+ switch (deref->deref_type) {
+ case nir_deref_type_var:
+ return base;
+ case nir_deref_type_array: {
+ nir_ssa_def *index = nir_i2i(b, deref->arr.index.ssa,
+ deref->dest.ssa.bit_size);
+ return nir_iadd(
+ b, build_array_index(b, nir_deref_instr_parent(deref), base, vs_in),
+ nir_imul_imm(b, index, glsl_count_attribute_slots(deref->type, vs_in)));
+ }
+ default:
+ unreachable("Invalid deref instruction type");
+ }
+}
+
+static nir_deref_instr *
+build_array_deref_of_new_var_flat(nir_shader *shader,
+ nir_builder *b, nir_variable *new_var,
+ nir_deref_instr *leader, unsigned base)
+{
+ nir_deref_instr *deref = nir_build_deref_var(b, new_var);
+
+ if (nir_is_per_vertex_io(new_var, shader->info.stage)) {
+ assert(leader->deref_type == nir_deref_type_array);
+ nir_ssa_def *index = leader->arr.index.ssa;
+ leader = nir_deref_instr_parent(leader);
+ deref = nir_build_deref_array(b, deref, index);
+ }
+
+ bool vs_in = shader->info.stage == MESA_SHADER_VERTEX &&
+ new_var->data.mode == nir_var_shader_in;
+ return nir_build_deref_array(
+ b, deref, build_array_index(b, leader, nir_imm_int(b, base), vs_in));
+}
+
static bool
nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
{
@@ -210,10 +354,10 @@ nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
nir_metadata_require(impl, nir_metadata_dominance);
nir_shader *shader = impl->function->shader;
- nir_variable *old_inputs[MAX_SLOTS][4] = {{0}};
nir_variable *new_inputs[MAX_SLOTS][4] = {{0}};
- nir_variable *old_outputs[MAX_SLOTS][4] = {{0}};
nir_variable *new_outputs[MAX_SLOTS][4] = {{0}};
+ bool flat_inputs[MAX_SLOTS] = {0};
+ bool flat_outputs[MAX_SLOTS] = {0};
if (modes & nir_var_shader_in) {
/* Vertex shaders support overlapping inputs. We don't do those */
@@ -223,7 +367,7 @@ nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
* so we don't bother doing extra non-work.
*/
if (!create_new_io_vars(shader, &shader->inputs,
- old_inputs, new_inputs))
+ new_inputs, flat_inputs))
modes &= ~nir_var_shader_in;
}
@@ -232,7 +376,7 @@ nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
* so we don't bother doing extra non-work.
*/
if (!create_new_io_vars(shader, &shader->outputs,
- old_outputs, new_outputs))
+ new_outputs, flat_outputs))
modes &= ~nir_var_shader_out;
}
@@ -274,10 +418,11 @@ nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
nir_variable *new_var = old_deref->mode == nir_var_shader_in ?
new_inputs[loc][old_frac] :
new_outputs[loc][old_frac];
+ bool flat = old_deref->mode == nir_var_shader_in ?
+ flat_inputs[loc] : flat_outputs[loc];
if (!new_var)
break;
- assert(get_slot(new_var) == loc);
const unsigned new_frac = new_var->data.location_frac;
nir_component_mask_t vec4_comp_mask =
@@ -288,9 +433,15 @@ nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
/* Rewrite the load to use the new variable and only select a
* portion of the result.
*/
- nir_deref_instr *new_deref =
- build_array_deref_of_new_var(&b, new_var, old_deref);
- assert(glsl_type_is_vector(new_deref->type));
+ nir_deref_instr *new_deref;
+ if (flat) {
+ new_deref = build_array_deref_of_new_var_flat(
+ shader, &b, new_var, old_deref, loc - get_slot(new_var));
+ } else {
+ assert(get_slot(new_var) == loc);
+ new_deref = build_array_deref_of_new_var(&b, new_var, old_deref);
+ assert(glsl_type_is_vector(new_deref->type));
+ }
nir_instr_rewrite_src(&intrin->instr, &intrin->src[0],
nir_src_for_ssa(&new_deref->dest.ssa));
@@ -320,18 +471,24 @@ nir_lower_io_to_vector_impl(nir_function_impl *impl, nir_variable_mode modes)
const unsigned loc = get_slot(old_var);
const unsigned old_frac = old_var->data.location_frac;
nir_variable *new_var = new_outputs[loc][old_frac];
+ bool flat = flat_outputs[loc];
if (!new_var)
break;
- assert(get_slot(new_var) == loc);
const unsigned new_frac = new_var->data.location_frac;
b.cursor = nir_before_instr(&intrin->instr);
/* Rewrite the store to be a masked store to the new variable */
- nir_deref_instr *new_deref =
- build_array_deref_of_new_var(&b, new_var, old_deref);
- assert(glsl_type_is_vector(new_deref->type));
+ nir_deref_instr *new_deref;
+ if (flat) {
+ new_deref = build_array_deref_of_new_var_flat(
+ shader, &b, new_var, old_deref, loc - get_slot(new_var));
+ } else {
+ assert(get_slot(new_var) == loc);
+ new_deref = build_array_deref_of_new_var(&b, new_var, old_deref);
+ assert(glsl_type_is_vector(new_deref->type));
+ }
nir_instr_rewrite_src(&intrin->instr, &intrin->src[0],
nir_src_for_ssa(&new_deref->dest.ssa));