radeonsi: lower compute system values later

Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38802>
This commit is contained in:
Marek Olšák 2025-11-21 15:29:37 -05:00 committed by Marge Bot
parent 3cc5517925
commit 8ceef4e3d4
2 changed files with 45 additions and 45 deletions

View file

@ -638,6 +638,51 @@ static void run_pre_link_optimization_passes(struct si_nir_shader_ctx *ctx)
nir_shader *nir = ctx->nir;
bool progress = false;
if (mesa_shader_stage_is_compute(nir->info.stage)) {
/* gl_LocalInvocationIndex must be derived from gl_LocalInvocationID.xyz to make it correct
* with quad derivatives. Using gl_SubgroupID for that (which is what we do by default) is
* incorrect with a non-linear thread order.
*
* On Gfx12, we always use a non-linear thread order if the workgroup X and Y size is
* divisible by 2.
*/
NIR_PASS(progress, nir, nir_lower_compute_system_values,
&(nir_lower_compute_system_values_options){
.lower_local_invocation_index =
nir->info.derivative_group == DERIVATIVE_GROUP_QUADS ||
(sel->screen->info.gfx_level >= GFX12 &&
nir->info.derivative_group == DERIVATIVE_GROUP_NONE &&
(nir->info.workgroup_size_variable ||
(nir->info.workgroup_size[0] % 2 == 0 && nir->info.workgroup_size[1] % 2 == 0)))
});
/* Gfx12 supports this in hw. */
if (sel->screen->info.gfx_level < GFX12 &&
nir->info.derivative_group == DERIVATIVE_GROUP_QUADS) {
NIR_PASS(progress, nir, nir_opt_cse); /* CSE load_local_invocation_id */
NIR_PASS(progress, nir, nir_lower_compute_system_values,
&(nir_lower_compute_system_values_options){
.shuffle_local_ids_for_quad_derivatives = true,
});
}
}
if (nir->info.stage == MESA_SHADER_MESH && !sel->screen->info.mesh_fast_launch_2) {
NIR_PASS(progress, nir, nir_lower_compute_system_values,
&(nir_lower_compute_system_values_options){
/* Mesh shaders run as NGG which can implement local_invocation_index from
* the wave ID in merged_wave_info, but they don't have local_invocation_ids
* in FAST_LAUNCH=1 mode (the default on GFX10.3, deprecated on GFX11).
*/
.lower_cs_local_id_to_index = true,
/* Mesh shaders only have a 1D "vertex index" which we use
* as "workgroup index" to emulate the 3D workgroup ID.
*/
.lower_workgroup_id_to_index = true,
.shortcut_1d_workgroup_id = true,
});
}
/* nir_opt_clip_cull_const, si_nir_kill_outputs, and ac_nir_optimize_outputs require outputs
* to be scalar.
*/

View file

@ -328,51 +328,6 @@ static void si_lower_nir(struct si_screen *sscreen, struct nir_shader *nir)
NIR_PASS(_, nir, ac_nir_lower_mesh_inputs_to_mem);
}
if (mesa_shader_stage_is_compute(nir->info.stage)) {
/* gl_LocalInvocationIndex must be derived from gl_LocalInvocationID.xyz to make it correct
* with quad derivatives. Using gl_SubgroupID for that (which is what we do by default) is
* incorrect with a non-linear thread order.
*
* On Gfx12, we always use a non-linear thread order if the workgroup X and Y size is
* divisible by 2.
*/
NIR_PASS(_, nir, nir_lower_compute_system_values,
&(nir_lower_compute_system_values_options){
.lower_local_invocation_index =
nir->info.derivative_group == DERIVATIVE_GROUP_QUADS ||
(sscreen->info.gfx_level >= GFX12 &&
nir->info.derivative_group == DERIVATIVE_GROUP_NONE &&
(nir->info.workgroup_size_variable ||
(nir->info.workgroup_size[0] % 2 == 0 && nir->info.workgroup_size[1] % 2 == 0)))
});
/* Gfx12 supports this in hw. */
if (sscreen->info.gfx_level < GFX12 &&
nir->info.derivative_group == DERIVATIVE_GROUP_QUADS) {
NIR_PASS(_, nir, nir_opt_cse); /* CSE load_local_invocation_id */
NIR_PASS(_, nir, nir_lower_compute_system_values,
&(nir_lower_compute_system_values_options){
.shuffle_local_ids_for_quad_derivatives = true,
});
}
}
if (nir->info.stage == MESA_SHADER_MESH && !sscreen->info.mesh_fast_launch_2) {
NIR_PASS(_, nir, nir_lower_compute_system_values,
&(nir_lower_compute_system_values_options){
/* Mesh shaders run as NGG which can implement local_invocation_index from
* the wave ID in merged_wave_info, but they don't have local_invocation_ids
* in FAST_LAUNCH=1 mode (the default on GFX10.3, deprecated on GFX11).
*/
.lower_cs_local_id_to_index = true,
/* Mesh shaders only have a 1D "vertex index" which we use
* as "workgroup index" to emulate the 3D workgroup ID.
*/
.lower_workgroup_id_to_index = true,
.shortcut_1d_workgroup_id = true,
});
}
si_nir_opts(sscreen, nir, true);
/* Run late optimizations to fuse ffma and eliminate 16-bit conversions. */
si_nir_late_opts(nir);