compiler/nir: make lowering global-id to local-id optional

For D3D12, we don't want to lower this, as there's a dedicated global-id
system-value that might be faster to use, depending on the hardware.

Reviewed-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5891>
This commit is contained in:
Erik Faye-Lund 2020-01-13 10:35:40 +01:00 committed by Marge Bot
parent 41e4eb9948
commit 58074143f5
2 changed files with 13 additions and 6 deletions

View file

@ -3124,6 +3124,9 @@ typedef struct nir_shader_compiler_options {
bool lower_cs_local_index_from_id;
bool lower_cs_local_id_from_index;
/* Prevents lowering global_invocation_id to be in terms of work_group_id */
bool has_cs_global_id;
bool lower_device_index_to_zero;
/* Set if nir_lower_wpos_ytransform() should also invert gl_PointCoord. */

View file

@ -188,13 +188,17 @@ lower_system_value_instr(nir_builder *b, nir_instr *instr, void *_state)
}
case nir_intrinsic_load_global_invocation_id: {
nir_ssa_def *group_size = nir_load_local_group_size(b);
nir_ssa_def *group_id = nir_load_work_group_id(b, bit_size);
nir_ssa_def *local_id = nir_load_local_invocation_id(b);
if (!b->shader->options->has_cs_global_id) {
nir_ssa_def *group_size = nir_load_local_group_size(b);
nir_ssa_def *group_id = nir_load_work_group_id(b, bit_size);
nir_ssa_def *local_id = nir_load_local_invocation_id(b);
return nir_iadd(b, nir_imul(b, group_id,
nir_u2u(b, group_size, bit_size)),
nir_u2u(b, local_id, bit_size));
return nir_iadd(b, nir_imul(b, group_id,
nir_u2u(b, group_size, bit_size)),
nir_u2u(b, local_id, bit_size));
} else {
return NULL;
}
}
case nir_intrinsic_load_global_invocation_index: {