radv: Lower primitive shading rate for mesh shaders.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14193>
This commit is contained in:
Timur Kristóf 2021-12-17 17:51:18 +01:00 committed by Marge Bot
parent c6becb9574
commit 811c001049

View file

@ -403,12 +403,30 @@ radv_lower_primitive_shading_rate(nir_shader *nir)
nir_ssa_def *y_rate = nir_iand(&b, val, nir_imm_int(&b, 3));
y_rate = nir_b2i32(&b, nir_ine(&b, y_rate, nir_imm_int(&b, 0)));
/* Bits [2:3] = VRS rate X
* Bits [4:5] = VRS rate Y
* HW shading rate = (xRate << 2) | (yRate << 4)
*/
nir_ssa_def *out = nir_ior(&b, nir_ishl(&b, x_rate, nir_imm_int(&b, 2)),
nir_ishl(&b, y_rate, nir_imm_int(&b, 4)));
nir_ssa_def *out = NULL;
if (nir->info.stage == MESA_SHADER_MESH) {
/* MS:
* Primitive shading rate is a per-primitive output, it is
* part of the second channel of the primitive export.
*
* Bits [28:29] = VRS rate X
* Bits [30:31] = VRS rate Y
* This will be added to the other bits of that channel in the backend.
*/
out = nir_ior(&b, nir_ishl(&b, x_rate, nir_imm_int(&b, 28)),
nir_ishl(&b, y_rate, nir_imm_int(&b, 30)));
} else {
/* VS, TES, GS:
* Primitive shading rate is a per-vertex output pos export.
*
* Bits [2:3] = VRS rate X
* Bits [4:5] = VRS rate Y
* HW shading rate = (xRate << 2) | (yRate << 4)
*/
out = nir_ior(&b, nir_ishl(&b, x_rate, nir_imm_int(&b, 2)),
nir_ishl(&b, y_rate, nir_imm_int(&b, 4)));
}
nir_instr_rewrite_src(&intr->instr, &intr->src[1], nir_src_for_ssa(out));
@ -761,7 +779,8 @@ radv_shader_compile_to_nir(struct radv_device *device, struct vk_shader_module *
/* Lower primitive shading rate to match HW requirements. */
if ((nir->info.stage == MESA_SHADER_VERTEX ||
nir->info.stage == MESA_SHADER_GEOMETRY) &&
nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_MESH) &&
nir->info.outputs_written & BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)) {
NIR_PASS_V(nir, radv_lower_primitive_shading_rate);
}