radv: cleanup computing the workgroup size for all stages

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18278>
This commit is contained in:
Samuel Pitoiset 2022-08-26 14:18:33 +02:00 committed by Marge Bot
parent 5082918d65
commit 60a7115b4e
2 changed files with 58 additions and 63 deletions

View file

@ -2892,41 +2892,6 @@ radv_fill_shader_info(struct radv_pipeline *pipeline,
}
radv_nir_shader_info_link(device, pipeline_key, stages, pipeline_has_ngg, last_vgt_api_stage);
if (stages[MESA_SHADER_TESS_CTRL].nir) {
for (gl_shader_stage s = MESA_SHADER_VERTEX; s <= MESA_SHADER_TESS_CTRL; ++s) {
stages[s].info.workgroup_size =
ac_compute_lshs_workgroup_size(device->physical_device->rad_info.gfx_level, s,
stages[MESA_SHADER_TESS_CTRL].info.num_tess_patches,
pipeline_key->tcs.tess_input_vertices,
stages[MESA_SHADER_TESS_CTRL].info.tcs.tcs_vertices_out);
}
}
/* PS always operates without workgroups. */
if (stages[MESA_SHADER_FRAGMENT].nir)
stages[MESA_SHADER_FRAGMENT].info.workgroup_size = stages[MESA_SHADER_FRAGMENT].info.wave_size;
if (stages[MESA_SHADER_COMPUTE].nir) {
/* Variable workgroup size is not supported by Vulkan. */
assert(!stages[MESA_SHADER_COMPUTE].nir->info.workgroup_size_variable);
stages[MESA_SHADER_COMPUTE].info.workgroup_size =
ac_compute_cs_workgroup_size(
stages[MESA_SHADER_COMPUTE].nir->info.workgroup_size, false, UINT32_MAX);
}
if (stages[MESA_SHADER_TASK].nir) {
stages[MESA_SHADER_TASK].info.workgroup_size =
ac_compute_cs_workgroup_size(
stages[MESA_SHADER_TASK].nir->info.workgroup_size, false, UINT32_MAX);
}
if (!pipeline_has_ngg && !stages[MESA_SHADER_GEOMETRY].nir) {
gl_shader_stage hw_vs_api_stage =
stages[MESA_SHADER_TESS_EVAL].nir ? MESA_SHADER_TESS_EVAL : MESA_SHADER_VERTEX;
stages[hw_vs_api_stage].info.workgroup_size = stages[hw_vs_api_stage].info.wave_size;
}
}
static void

View file

@ -796,6 +796,23 @@ radv_nir_shader_info_pass(struct radv_device *device, const struct nir_shader *n
info->wave_size = radv_get_wave_size(device, nir->info.stage, info);
info->ballot_bit_size = radv_get_ballot_bit_size(device, nir->info.stage, info);
switch (nir->info.stage) {
case MESA_SHADER_COMPUTE:
case MESA_SHADER_TASK:
info->workgroup_size =
ac_compute_cs_workgroup_size(nir->info.workgroup_size, false, UINT32_MAX);
break;
case MESA_SHADER_MESH:
/* Already computed in gather_shader_info_mesh(). */
break;
default:
/* FS always operates without workgroups. Other stages are computed during linking but assume
* no workgroups by default.
*/
info->workgroup_size = info->wave_size;
break;
}
}
static void
@ -1273,39 +1290,52 @@ radv_link_shaders_info(struct radv_device *device,
}
}
if (producer->stage == MESA_SHADER_VERTEX && consumer->stage == MESA_SHADER_TESS_CTRL &&
!radv_use_llvm_for_stage(device, MESA_SHADER_VERTEX)) {
if (producer->stage == MESA_SHADER_VERTEX && consumer->stage == MESA_SHADER_TESS_CTRL) {
struct radv_pipeline_stage *vs_stage = producer;
struct radv_pipeline_stage *tcs_stage = consumer;
/* When the number of TCS input and output vertices are the same (typically 3):
* - There is an equal amount of LS and HS invocations
* - In case of merged LSHS shaders, the LS and HS halves of the shader always process the
* exact same vertex. We can use this knowledge to optimize them.
*
* We don't set tcs_in_out_eq if the float controls differ because that might involve
* different float modes for the same block and our optimizer doesn't handle a instruction
* dominating another with a different mode.
*/
vs_stage->info.vs.tcs_in_out_eq =
device->physical_device->rad_info.gfx_level >= GFX9 &&
pipeline_key->tcs.tess_input_vertices == tcs_stage->info.tcs.tcs_vertices_out &&
vs_stage->nir->info.float_controls_execution_mode ==
tcs_stage->nir->info.float_controls_execution_mode;
vs_stage->info.workgroup_size =
ac_compute_lshs_workgroup_size(device->physical_device->rad_info.gfx_level,
MESA_SHADER_VERTEX, tcs_stage->info.num_tess_patches,
pipeline_key->tcs.tess_input_vertices,
tcs_stage->info.tcs.tcs_vertices_out);
if (vs_stage->info.vs.tcs_in_out_eq)
vs_stage->info.vs.tcs_temp_only_input_mask =
tcs_stage->nir->info.inputs_read &
vs_stage->nir->info.outputs_written &
~tcs_stage->nir->info.tess.tcs_cross_invocation_inputs_read &
~tcs_stage->nir->info.inputs_read_indirectly &
~vs_stage->nir->info.outputs_accessed_indirectly;
tcs_stage->info.workgroup_size =
ac_compute_lshs_workgroup_size(device->physical_device->rad_info.gfx_level,
MESA_SHADER_TESS_CTRL, tcs_stage->info.num_tess_patches,
pipeline_key->tcs.tess_input_vertices,
tcs_stage->info.tcs.tcs_vertices_out);
/* Copy data to TCS so it can be accessed by the backend if they are merged. */
tcs_stage->info.vs.tcs_in_out_eq =
vs_stage->info.vs.tcs_in_out_eq;
tcs_stage->info.vs.tcs_temp_only_input_mask =
vs_stage->info.vs.tcs_temp_only_input_mask;
if (!radv_use_llvm_for_stage(device, MESA_SHADER_VERTEX)) {
/* When the number of TCS input and output vertices are the same (typically 3):
* - There is an equal amount of LS and HS invocations
* - In case of merged LSHS shaders, the LS and HS halves of the shader always process the
* exact same vertex. We can use this knowledge to optimize them.
*
* We don't set tcs_in_out_eq if the float controls differ because that might involve
* different float modes for the same block and our optimizer doesn't handle a instruction
* dominating another with a different mode.
*/
vs_stage->info.vs.tcs_in_out_eq =
device->physical_device->rad_info.gfx_level >= GFX9 &&
pipeline_key->tcs.tess_input_vertices == tcs_stage->info.tcs.tcs_vertices_out &&
vs_stage->nir->info.float_controls_execution_mode ==
tcs_stage->nir->info.float_controls_execution_mode;
if (vs_stage->info.vs.tcs_in_out_eq)
vs_stage->info.vs.tcs_temp_only_input_mask =
tcs_stage->nir->info.inputs_read &
vs_stage->nir->info.outputs_written &
~tcs_stage->nir->info.tess.tcs_cross_invocation_inputs_read &
~tcs_stage->nir->info.inputs_read_indirectly &
~vs_stage->nir->info.outputs_accessed_indirectly;
/* Copy data to TCS so it can be accessed by the backend if they are merged. */
tcs_stage->info.vs.tcs_in_out_eq =
vs_stage->info.vs.tcs_in_out_eq;
tcs_stage->info.vs.tcs_temp_only_input_mask =
vs_stage->info.vs.tcs_temp_only_input_mask;
}
}
/* Copy shader info between TCS<->TES. */