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authorTimothy Arceri <[email protected]>2018-03-05 11:13:11 +1100
committerTimothy Arceri <[email protected]>2018-03-05 14:09:23 +1100
commit0f2c7341e8fc0ea5bb219a24a7120bd4c79bd3d6 (patch)
treef953030a7ddf208325494ee2fbe6054cef478ff6 /src/amd
parenteea20d59abd304953c8c1591612d45d3d94eb785 (diff)
ac/radv: move lower_indirect_derefs() to ac_nir_to_llvm.c
Until llvm handles indirects better we will need to use these workarounds in the radeonsi backend also. Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/amd')
-rw-r--r--src/amd/common/ac_nir_to_llvm.c37
-rw-r--r--src/amd/common/ac_nir_to_llvm.h2
-rw-r--r--src/amd/vulkan/radv_pipeline.c8
-rw-r--r--src/amd/vulkan/radv_shader.c41
-rw-r--r--src/amd/vulkan/radv_shader.h4
5 files changed, 44 insertions, 48 deletions
diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c
index 0ffcd75c3ac..40ddf289742 100644
--- a/src/amd/common/ac_nir_to_llvm.c
+++ b/src/amd/common/ac_nir_to_llvm.c
@@ -7312,3 +7312,40 @@ void ac_create_gs_copy_shader(LLVMTargetMachineRef tm,
MESA_SHADER_VERTEX,
dump_shader, options->supports_spill);
}
+
+void
+ac_lower_indirect_derefs(struct nir_shader *nir, enum chip_class chip_class)
+{
+ /* While it would be nice not to have this flag, we are constrained
+ * by the reality that LLVM 5.0 doesn't have working VGPR indexing
+ * on GFX9.
+ */
+ bool llvm_has_working_vgpr_indexing = chip_class <= VI;
+
+ /* 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 (nir->info.stage == MESA_SHADER_GEOMETRY ||
+ (nir->info.stage != MESA_SHADER_TESS_CTRL &&
+ nir->info.stage != MESA_SHADER_TESS_EVAL &&
+ !llvm_has_working_vgpr_indexing)) {
+ indirect_mask |= nir_var_shader_in;
+ }
+ if (!llvm_has_working_vgpr_indexing &&
+ nir->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_local;
+
+ nir_lower_indirect_derefs(nir, indirect_mask);
+}
diff --git a/src/amd/common/ac_nir_to_llvm.h b/src/amd/common/ac_nir_to_llvm.h
index 766acec6ed3..eea393a9c24 100644
--- a/src/amd/common/ac_nir_to_llvm.h
+++ b/src/amd/common/ac_nir_to_llvm.h
@@ -229,6 +229,8 @@ void ac_create_gs_copy_shader(LLVMTargetMachineRef tm,
const struct ac_nir_compiler_options *options,
bool dump_shader);
+void ac_lower_indirect_derefs(struct nir_shader *nir, enum chip_class);
+
void ac_nir_translate(struct ac_llvm_context *ac, struct ac_shader_abi *abi,
struct nir_shader *nir);
diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index 6ad0b486f10..f8f09a7e166 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -1527,14 +1527,14 @@ radv_link_shaders(struct radv_pipeline *pipeline, nir_shader **shaders)
if (progress) {
if (nir_lower_global_vars_to_local(ordered_shaders[i])) {
- radv_lower_indirect_derefs(ordered_shaders[i],
- pipeline->device->physical_device);
+ ac_lower_indirect_derefs(ordered_shaders[i],
+ pipeline->device->physical_device->rad_info.chip_class);
}
radv_optimize_nir(ordered_shaders[i]);
if (nir_lower_global_vars_to_local(ordered_shaders[i - 1])) {
- radv_lower_indirect_derefs(ordered_shaders[i - 1],
- pipeline->device->physical_device);
+ ac_lower_indirect_derefs(ordered_shaders[i - 1],
+ pipeline->device->physical_device->rad_info.chip_class);
}
radv_optimize_nir(ordered_shaders[i - 1]);
}
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 171802eede7..e1de01f5511 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -115,45 +115,6 @@ void radv_DestroyShaderModule(
vk_free2(&device->alloc, pAllocator, module);
}
-bool
-radv_lower_indirect_derefs(struct nir_shader *nir,
- struct radv_physical_device *device)
-{
- /* While it would be nice not to have this flag, we are constrained
- * by the reality that LLVM 5.0 doesn't have working VGPR indexing
- * on GFX9.
- */
- bool llvm_has_working_vgpr_indexing =
- device->rad_info.chip_class <= VI;
-
- /* 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 (nir->info.stage == MESA_SHADER_GEOMETRY ||
- (nir->info.stage != MESA_SHADER_TESS_CTRL &&
- nir->info.stage != MESA_SHADER_TESS_EVAL &&
- !llvm_has_working_vgpr_indexing)) {
- indirect_mask |= nir_var_shader_in;
- }
- if (!llvm_has_working_vgpr_indexing &&
- nir->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_local;
-
- return nir_lower_indirect_derefs(nir, indirect_mask);
-}
-
void
radv_optimize_nir(struct nir_shader *shader)
{
@@ -304,7 +265,7 @@ radv_shader_compile_to_nir(struct radv_device *device,
nir_lower_var_copies(nir);
nir_lower_global_vars_to_local(nir);
nir_remove_dead_variables(nir, nir_var_local);
- radv_lower_indirect_derefs(nir, device->physical_device);
+ ac_lower_indirect_derefs(nir, device->physical_device->rad_info.chip_class);
radv_optimize_nir(nir);
return nir;
diff --git a/src/amd/vulkan/radv_shader.h b/src/amd/vulkan/radv_shader.h
index 31fe7397711..b07f8a89e74 100644
--- a/src/amd/vulkan/radv_shader.h
+++ b/src/amd/vulkan/radv_shader.h
@@ -104,10 +104,6 @@ void
radv_shader_variant_destroy(struct radv_device *device,
struct radv_shader_variant *variant);
-bool
-radv_lower_indirect_derefs(struct nir_shader *nir,
- struct radv_physical_device *device);
-
const char *
radv_get_shader_name(struct radv_shader_variant *var, gl_shader_stage stage);