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intel/compiler: replace gl_Layer & gl_ViewportIndex by 0 in fs if ms doesn't write it
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17620>
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1 changed files with 54 additions and 0 deletions
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@ -1057,17 +1057,61 @@ brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir,
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brw_nir_optimize(nir, compiler, is_scalar);
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}
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static bool
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brw_nir_zero_inputs_instr(struct nir_builder *b, nir_instr *instr, void *data)
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{
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if (instr->type != nir_instr_type_intrinsic)
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return false;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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if (intrin->intrinsic != nir_intrinsic_load_deref)
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return false;
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nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
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if (!nir_deref_mode_is(deref, nir_var_shader_in))
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return false;
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if (deref->deref_type != nir_deref_type_var)
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return false;
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nir_variable *var = deref->var;
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uint64_t zero_inputs = *(uint64_t *)data;
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if (!(BITFIELD64_BIT(var->data.location) & zero_inputs))
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return false;
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b->cursor = nir_before_instr(instr);
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nir_ssa_def *zero = nir_imm_zero(b, 1, 32);
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nir_ssa_def_rewrite_uses(&intrin->dest.ssa, zero);
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nir_instr_remove(instr);
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return true;
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}
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static bool
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brw_nir_zero_inputs(nir_shader *shader, uint64_t *zero_inputs)
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{
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return nir_shader_instructions_pass(shader, brw_nir_zero_inputs_instr,
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nir_metadata_block_index | nir_metadata_dominance, zero_inputs);
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}
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void
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brw_nir_link_shaders(const struct brw_compiler *compiler,
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nir_shader *producer, nir_shader *consumer)
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{
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if (producer->info.stage == MESA_SHADER_MESH &&
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consumer->info.stage == MESA_SHADER_FRAGMENT) {
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uint64_t fs_inputs = 0, ms_outputs = 0;
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/* gl_MeshPerPrimitiveNV[].gl_ViewportIndex, gl_PrimitiveID and gl_Layer
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* are per primitive, but fragment shader does not have them marked as
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* such. Add the annotation here.
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*/
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nir_foreach_shader_in_variable(var, consumer) {
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fs_inputs |= BITFIELD64_BIT(var->data.location);
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switch (var->data.location) {
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case VARYING_SLOT_LAYER:
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case VARYING_SLOT_PRIMITIVE_ID:
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@ -1078,6 +1122,16 @@ brw_nir_link_shaders(const struct brw_compiler *compiler,
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continue;
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}
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}
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nir_foreach_shader_out_variable(var, producer)
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ms_outputs |= BITFIELD64_BIT(var->data.location);
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uint64_t zero_inputs = ~ms_outputs & fs_inputs;
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zero_inputs &= BITFIELD64_BIT(VARYING_SLOT_LAYER) |
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BITFIELD64_BIT(VARYING_SLOT_VIEWPORT);
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if (zero_inputs)
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NIR_PASS(_, consumer, brw_nir_zero_inputs, &zero_inputs);
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}
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nir_lower_io_arrays_to_elements(producer, consumer);
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