i965/vec4: Use MOV_INDIRECT instead of reladdr for indirect push constants

This commit moves us to an instruction based model rather than a
register-based model for indirects.  This is more accurate anyway as we
have to emit instructions to resolve the reladdr.  It's also a lot simpler
because it gets rid of the recursive reladdr problem by design.

One side-effect of this is that we need a whole new algorithm in
move_uniform_array_access_to_pull_constants.  This new algorithm is much
more straightforward than the old one and is fairly similar to what we're
already doing in the FS backend.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand 2015-11-25 09:36:34 -08:00
parent 479e38ad63
commit 056849772f
4 changed files with 54 additions and 55 deletions

View file

@ -794,7 +794,7 @@ vec4_visitor::move_push_constants_to_pull_constants()
dst_reg temp = dst_reg(this, glsl_type::vec4_type);
emit_pull_constant_load(block, inst, temp, inst->src[i],
pull_constant_loc[uniform]);
pull_constant_loc[uniform], src_reg());
inst->src[i].file = temp.file;
inst->src[i].nr = temp.nr;

View file

@ -287,7 +287,8 @@ public:
void emit_pull_constant_load(bblock_t *block, vec4_instruction *inst,
dst_reg dst,
src_reg orig_src,
int base_offset);
int base_offset,
src_reg indirect);
void emit_pull_constant_load_reg(dst_reg dst,
src_reg surf_index,
src_reg offset,

View file

@ -708,12 +708,14 @@ vec4_visitor::nir_emit_intrinsic(nir_intrinsic_instr *instr)
/* Offsets are in bytes but they should always be multiples of 16 */
assert(const_offset->u32[0] % 16 == 0);
src.reg_offset = const_offset->u32[0] / 16;
} else {
src_reg tmp = get_nir_src(instr->src[0], BRW_REGISTER_TYPE_UD, 1);
src.reladdr = new(mem_ctx) src_reg(tmp);
}
emit(MOV(dest, src));
emit(MOV(dest, src));
} else {
src_reg indirect = get_nir_src(instr->src[0], BRW_REGISTER_TYPE_UD, 1);
emit(SHADER_OPCODE_MOV_INDIRECT, dest, src,
indirect, brw_imm_ud(instr->const_index[1]));
}
break;
}

View file

@ -1587,16 +1587,16 @@ vec4_visitor::move_grf_array_access_to_scratch()
void
vec4_visitor::emit_pull_constant_load(bblock_t *block, vec4_instruction *inst,
dst_reg temp, src_reg orig_src,
int base_offset)
int base_offset, src_reg indirect)
{
int reg_offset = base_offset + orig_src.reg_offset;
const unsigned index = prog_data->base.binding_table.pull_constants_start;
src_reg offset;
if (orig_src.reladdr) {
if (indirect.file != BAD_FILE) {
offset = src_reg(this, glsl_type::uint_type);
emit_before(block, inst, ADD(dst_reg(offset), *orig_src.reladdr,
emit_before(block, inst, ADD(dst_reg(offset), indirect,
brw_imm_ud(reg_offset * 16)));
} else if (devinfo->gen >= 8) {
/* Store the offset in a GRF so we can send-from-GRF. */
@ -1631,59 +1631,55 @@ vec4_visitor::move_uniform_array_access_to_pull_constants()
{
int pull_constant_loc[this->uniforms];
memset(pull_constant_loc, -1, sizeof(pull_constant_loc));
bool nested_reladdr;
/* Walk through and find array access of uniforms. Put a copy of that
* uniform in the pull constant buffer.
*
* Note that we don't move constant-indexed accesses to arrays. No
* testing has been done of the performance impact of this choice.
/* First, walk through the instructions and determine which things need to
* be pulled. We mark something as needing to be pulled by setting
* pull_constant_loc to 0.
*/
do {
nested_reladdr = false;
foreach_block_and_inst(block, vec4_instruction, inst, cfg) {
/* We only care about MOV_INDIRECT of a uniform */
if (inst->opcode != SHADER_OPCODE_MOV_INDIRECT ||
inst->src[0].file != UNIFORM)
continue;
foreach_block_and_inst_safe(block, vec4_instruction, inst, cfg) {
for (int i = 0 ; i < 3; i++) {
if (inst->src[i].file != UNIFORM || !inst->src[i].reladdr)
continue;
int uniform_nr = inst->src[0].nr + inst->src[0].reg_offset;
int uniform = inst->src[i].nr;
for (unsigned j = 0; j < DIV_ROUND_UP(inst->src[2].ud, 16); j++)
pull_constant_loc[uniform_nr + j] = 0;
}
if (inst->src[i].reladdr->reladdr)
nested_reladdr = true; /* will need another pass */
/* Next, we walk the list of uniforms and assign real pull constant
* locations and set their corresponding entries in pull_param.
*/
for (int j = 0; j < this->uniforms; j++) {
if (pull_constant_loc[j] < 0)
continue;
/* If this array isn't already present in the pull constant buffer,
* add it.
*/
if (pull_constant_loc[uniform] == -1) {
const gl_constant_value **values =
&stage_prog_data->param[uniform * 4];
pull_constant_loc[j] = stage_prog_data->nr_pull_params / 4;
pull_constant_loc[uniform] = stage_prog_data->nr_pull_params / 4;
assert(uniform < uniform_array_size);
for (int j = 0; j < uniform_size[uniform] * 4; j++) {
stage_prog_data->pull_param[stage_prog_data->nr_pull_params++]
= values[j];
}
}
/* Set up the annotation tracking for new generated instructions. */
base_ir = inst->ir;
current_annotation = inst->annotation;
dst_reg temp = dst_reg(this, glsl_type::vec4_type);
emit_pull_constant_load(block, inst, temp, inst->src[i],
pull_constant_loc[uniform]);
inst->src[i].file = temp.file;
inst->src[i].nr = temp.nr;
inst->src[i].reg_offset = temp.reg_offset;
inst->src[i].reladdr = NULL;
}
for (int i = 0; i < 4; i++) {
stage_prog_data->pull_param[stage_prog_data->nr_pull_params++]
= stage_prog_data->param[j * 4 + i];
}
} while (nested_reladdr);
}
/* Finally, we can walk through the instructions and lower MOV_INDIRECT
* instructions to actual uniform pulls.
*/
foreach_block_and_inst_safe(block, vec4_instruction, inst, cfg) {
/* We only care about MOV_INDIRECT of a uniform */
if (inst->opcode != SHADER_OPCODE_MOV_INDIRECT ||
inst->src[0].file != UNIFORM)
continue;
int uniform_nr = inst->src[0].nr + inst->src[0].reg_offset;
assert(inst->src[0].swizzle == BRW_SWIZZLE_NOOP);
emit_pull_constant_load(block, inst, inst->dst, inst->src[0],
pull_constant_loc[uniform_nr], inst->src[1]);
inst->remove(block);
}
/* Now there are no accesses of the UNIFORM file with a reladdr, so
* no need to track them as larger-than-vec4 objects. This will be