radeonsi: move use_aco to si_screen

It's not per shader any more.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25632>
This commit is contained in:
Qiang Yu 2023-08-30 10:53:55 +08:00
parent 18f79f4636
commit 79009811a2
5 changed files with 23 additions and 43 deletions

View file

@ -680,7 +680,7 @@ static bool lower_intrinsic(nir_builder *b, nir_instr *instr, struct lower_abi_s
break;
case nir_intrinsic_load_tess_rel_patch_id_amd:
/* LLVM need to replace patch id arg, so have to be done in LLVM backend. */
if (!shader->use_aco)
if (!sel->screen->use_aco)
return false;
if (stage == MESA_SHADER_TESS_CTRL) {
@ -740,7 +740,7 @@ static bool lower_tex(nir_builder *b, nir_instr *instr, struct lower_abi_state *
*/
/* LLVM keep non-uniform sampler as index, so can't do this in NIR. */
if (tex->is_shadow && gfx_level >= GFX8 && gfx_level <= GFX9 && s->shader->use_aco) {
if (tex->is_shadow && gfx_level >= GFX8 && gfx_level <= GFX9 && sel->screen->use_aco) {
int samp_index = nir_tex_instr_src_index(tex, nir_tex_src_sampler_handle);
int comp_index = nir_tex_instr_src_index(tex, nir_tex_src_comparator);
assert(samp_index >= 0 && comp_index >= 0);

View file

@ -1192,6 +1192,9 @@ static struct pipe_screen *radeonsi_screen_create_impl(struct radeon_winsys *ws,
sscreen->info.has_dedicated_vram;
}
/* ACO does not support compute cards yet. */
sscreen->use_aco = (sscreen->debug_flags & DBG(USE_ACO)) && sscreen->info.has_graphics;
if (sscreen->debug_flags & DBG(NO_GFX))
sscreen->info.has_graphics = false;

View file

@ -581,6 +581,7 @@ struct si_screen {
bool use_ngg_culling;
bool allow_dcc_msaa_clear_to_reg_for_bpp[5]; /* indexed by log2(Bpp) */
bool always_allow_dcc_stores;
bool use_aco;
struct {
#define OPT_BOOL(name, dflt, description) bool name : 1;

View file

@ -389,7 +389,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
}
/* GFX11 set FLAT_SCRATCH directly instead of using this arg. */
if (shader->use_aco && sel->screen->info.gfx_level < GFX11)
if (sel->screen->use_aco && sel->screen->info.gfx_level < GFX11)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.scratch_offset);
/* VGPRs */
@ -407,7 +407,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.tcs_factor_offset);
/* GFX11 set FLAT_SCRATCH directly instead of using this arg. */
if (shader->use_aco && sel->screen->info.gfx_level < GFX11)
if (sel->screen->use_aco && sel->screen->info.gfx_level < GFX11)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.scratch_offset);
/* VGPRs */
@ -473,7 +473,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
ac_add_return(&args->ac, AC_ARG_VGPR);
/* VS outputs passed via VGPRs to TCS. */
if (shader->key.ge.opt.same_patch_vertices && !shader->use_aco) {
if (shader->key.ge.opt.same_patch_vertices && !sel->screen->use_aco) {
unsigned num_outputs = util_last_bit64(shader->selector->info.outputs_written);
for (i = 0; i < num_outputs * 4; i++)
ac_add_return(&args->ac, AC_ARG_VGPR);
@ -481,7 +481,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
}
} else {
/* TCS inputs are passed via VGPRs from VS. */
if (shader->key.ge.opt.same_patch_vertices && !shader->use_aco) {
if (shader->key.ge.opt.same_patch_vertices && !sel->screen->use_aco) {
unsigned num_inputs = util_last_bit64(shader->previous_stage_sel->info.outputs_written);
for (i = 0; i < num_inputs * 4; i++)
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, NULL);
@ -604,7 +604,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
}
/* GFX11 set FLAT_SCRATCH directly instead of using this arg. */
if (shader->use_aco && sel->screen->info.gfx_level < GFX11)
if (sel->screen->use_aco && sel->screen->info.gfx_level < GFX11)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.scratch_offset);
/* VGPRs */
@ -618,7 +618,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.gs_wave_id);
/* GFX11 set FLAT_SCRATCH directly instead of using this arg. */
if (shader->use_aco && sel->screen->info.gfx_level < GFX11)
if (sel->screen->use_aco && sel->screen->info.gfx_level < GFX11)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.scratch_offset);
/* VGPRs */
@ -671,7 +671,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
si_add_arg_checked(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.pos_fixed_pt,
SI_PARAM_POS_FIXED_PT);
if (shader->use_aco) {
if (sel->screen->use_aco) {
ac_compact_ps_vgpr_args(&args->ac, shader->config.spi_ps_input_addr);
/* GFX11 set FLAT_SCRATCH directly instead of using this arg. */
@ -747,7 +747,7 @@ void si_init_shader_args(struct si_shader *shader, struct si_shader_args *args)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.tg_size);
/* GFX11 set FLAT_SCRATCH directly instead of using this arg. */
if (shader->use_aco && sel->screen->info.gfx_level < GFX11)
if (sel->screen->use_aco && sel->screen->info.gfx_level < GFX11)
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.scratch_offset);
/* Hardware VGPRs. */
@ -2264,7 +2264,7 @@ struct nir_shader *si_get_nir_shader(struct si_shader *shader,
NIR_PASS(progress, nir, ac_nir_lower_image_opcodes);
/* LLVM does not work well with this, so is handled in llvm backend waterfall. */
if (shader->use_aco && sel->info.has_non_uniform_tex_access) {
if (sel->screen->use_aco && sel->info.has_non_uniform_tex_access) {
nir_lower_non_uniform_access_options options = {
.types = nir_lower_non_uniform_texture_access,
};
@ -2348,7 +2348,7 @@ struct nir_shader *si_get_nir_shader(struct si_shader *shader,
ac_nir_lower_ps_options options = {
.gfx_level = sel->screen->info.gfx_level,
.family = sel->screen->info.family,
.use_aco = shader->use_aco,
.use_aco = sel->screen->use_aco,
.uses_discard = si_shader_uses_discard(shader),
.alpha_to_coverage_via_mrtz = key->ps.part.epilog.alpha_to_coverage_via_mrtz,
.dual_src_blend_swizzle = key->ps.part.epilog.dual_src_blend_swizzle,
@ -2407,7 +2407,7 @@ struct nir_shader *si_get_nir_shader(struct si_shader *shader,
/* aco only accept scalar const, must be done after si_nir_late_opts()
* which may generate vec const.
*/
if (shader->use_aco)
if (sel->screen->use_aco)
NIR_PASS_V(nir, nir_lower_load_const_to_scalar);
/* This helps LLVM form VMEM clauses and thus get more GPU cache hits.
@ -2432,20 +2432,6 @@ void si_update_shader_binary_info(struct si_shader *shader, nir_shader *nir)
shader->info.uses_vmem_sampler_or_bvh |= info.uses_vmem_sampler_or_bvh;
}
static void si_determine_use_aco(struct si_shader *shader)
{
const struct si_shader_selector *sel = shader->selector;
if (!(sel->screen->debug_flags & DBG(USE_ACO)))
return;
/* ACO does not support compute cards yet. */
if (!sel->screen->info.has_graphics)
return;
shader->use_aco = true;
}
/* Generate code for the hardware VS shader stage to go with a geometry shader */
static struct si_shader *
si_nir_generate_gs_copy_shader(struct si_screen *sscreen,
@ -2506,8 +2492,6 @@ si_nir_generate_gs_copy_shader(struct si_screen *sscreen,
sscreen->options.vrs2x2,
output_info);
si_determine_use_aco(shader);
struct si_shader_args args;
si_init_shader_args(shader, &args);
@ -2517,7 +2501,7 @@ si_nir_generate_gs_copy_shader(struct si_screen *sscreen,
si_nir_opts(gs_selector->screen, nir, false);
/* aco only accept scalar const */
if (shader->use_aco)
if (sscreen->use_aco)
NIR_PASS_V(nir, nir_lower_load_const_to_scalar);
if (si_can_dump_shader(sscreen, MESA_SHADER_GEOMETRY, SI_DUMP_NIR)) {
@ -2525,7 +2509,7 @@ si_nir_generate_gs_copy_shader(struct si_screen *sscreen,
nir_print_shader(nir, stderr);
}
bool ok = shader->use_aco ?
bool ok = sscreen->use_aco ?
si_aco_compile_shader(shader, &args, nir, debug) :
si_llvm_compile_shader(sscreen, compiler, shader, &args, debug, nir);
@ -2715,10 +2699,8 @@ bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compi
bool ret = true;
struct si_shader_selector *sel = shader->selector;
si_determine_use_aco(shader);
/* ACO need spi_ps_input in advance to init args and used in compiler. */
if (sel->stage == MESA_SHADER_FRAGMENT && shader->use_aco)
if (sel->stage == MESA_SHADER_FRAGMENT && sscreen->use_aco)
si_set_spi_ps_input_config(shader);
/* We need this info only when legacy GS. */
@ -2782,7 +2764,7 @@ bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compi
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64))
float_mode &= ~V_00B028_FP_16_64_DENORMS;
ret = shader->use_aco ?
ret = sscreen->use_aco ?
si_aco_compile_shader(shader, &args, nir, debug) :
si_llvm_compile_shader(sscreen, compiler, shader, &args, debug, nir);
if (!ret)
@ -2873,7 +2855,7 @@ bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compi
if (sel->screen->info.gfx_level < GFX11 &&
(sel->screen->info.family < CHIP_GFX940 || sel->screen->info.has_graphics) &&
!si_is_merged_shader(shader)) {
if (shader->use_aco) {
if (sscreen->use_aco) {
/* When aco scratch_offset arg is added explicitly at the beginning.
* After compile if no scratch used, reduce the input sgpr count.
*/
@ -2945,9 +2927,7 @@ si_get_shader_part(struct si_screen *sscreen, struct si_shader_part **list,
result = CALLOC_STRUCT(si_shader_part);
result->key = *key;
bool use_aco = (sscreen->debug_flags & DBG(USE_ACO)) && sscreen->info.has_graphics;
bool ok = use_aco ?
bool ok = sscreen->use_aco ?
si_aco_build_shader_part(sscreen, stage, prolog, debug, name, result) :
si_llvm_build_shader_part(sscreen, stage, prolog, compiler, debug, name, result);
@ -3514,7 +3494,6 @@ nir_shader *si_get_prev_stage_nir_shader(struct si_shader *shader,
*/
prev_shader->key.ge.opt.kill_outputs = 0;
prev_shader->is_monolithic = true;
prev_shader->use_aco = shader->use_aco;
si_init_shader_args(prev_shader, args);

View file

@ -886,9 +886,6 @@ struct si_shader {
bool is_gs_copy_shader;
uint8_t wave_size;
/* Use ACO for compilation. */
bool use_aco;
/* The following data is all that's needed for binary shaders. */
struct si_shader_binary binary;
struct ac_shader_config config;