ac/nir: Remove ac_nir_apply_first_task_to_task_shader.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22139>
This commit is contained in:
Timur Kristóf 2023-03-27 17:37:24 +02:00 committed by Marge Bot
parent 3093622f35
commit b0cae2fafe
2 changed files with 0 additions and 106 deletions

View file

@ -199,9 +199,6 @@ ac_nir_lower_ngg_ms(nir_shader *shader,
unsigned wave_size,
bool multiview);
void
ac_nir_apply_first_task_to_task_shader(nir_shader *shader);
void
ac_nir_lower_task_outputs_to_mem(nir_shader *shader,
unsigned task_payload_entry_bytes,

View file

@ -40,109 +40,6 @@ typedef struct {
unsigned num_entries;
} lower_tsms_io_state;
typedef struct {
nir_ssa_def *hw_workgroup_id;
nir_ssa_def *api_workgroup_id;
} add_first_task_to_workgroup_id_state;
static bool filter_workgroup_id(const nir_instr *instr,
UNUSED const void *state)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
return intrin->intrinsic == nir_intrinsic_load_workgroup_id;
}
static nir_ssa_def *
replace_workgroup_id_use_first_task(nir_builder *b,
nir_instr *instr,
void *state)
{
add_first_task_to_workgroup_id_state *s = (add_first_task_to_workgroup_id_state *) state;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
assert(s->hw_workgroup_id);
if (s->hw_workgroup_id == &intrin->dest.ssa)
return NULL;
return s->api_workgroup_id;
}
void
ac_nir_apply_first_task_to_task_shader(nir_shader *shader)
{
/* The draw packets on RDNA2 GPUs don't support adding an offset to the task shader
* workgroups, so we have to emulate the firstTask feature for NV_mesh_shader.
*
* 1. Pass the address of the IB (indirect buffer) from the NV_mesh_shader draw call
* to the shader in an SGPR argument (2 SGPRs for address, 1 SGPR for stride).
* 2. Create a descriptor for the IB in the shader.
* 3. Load the firstTask value from the IB
* 4. Add the firstTask value the workgroup ID and use the result instead of the
* workgroup ID generated by the HW.
*
* NOTE: This pass must run _before_ lowering the task shader outputs to memory
* accesses. The lowering uses the workgroup ID and that must be unchanged
* because it has to be the real HW workgroup ID.
*/
/* If the shader doesn't use workgroup ID, nothing to do here. */
if (!BITSET_TEST(shader->info.system_values_read, SYSTEM_VALUE_WORKGROUP_ID))
return;
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
assert(impl);
nir_builder builder;
nir_builder *b = &builder; /* This is to avoid the & */
nir_builder_init(b, impl);
b->cursor = nir_before_cf_list(&impl->body);
/* This is the stride passed to vkCmdDrawMeshTasksIndirectNV */
nir_ssa_def *ib_stride = nir_load_task_ib_stride(b);
nir_ssa_def *zero = nir_imm_int(b, 0);
nir_ssa_def *first_task = NULL;
/* If the stride is zero, we assume that firstTask is also 0. */
nir_if *if_stride = nir_push_if(b, nir_ine(b, ib_stride, zero));
{
/* Address of the IB (indirect buffer) used by the current draw call. */
nir_ssa_def *ib_addr = nir_load_task_ib_addr(b);
/* Compose a 64-bit address from the IB address. */
nir_ssa_def *addr = nir_pack_64_2x32_split(b, nir_channel(b, ib_addr, 0), nir_channel(b, ib_addr, 1));
/* The IB needs to be addressed by draw ID * stride. */
addr = nir_iadd(b, addr, nir_u2u64(b, nir_imul(b, nir_load_draw_id(b), ib_stride)));
/* Byte offset of the firstTask field in VkDrawMeshTasksIndirectCommandNV. */
addr = nir_iadd_imm(b, addr, 4);
first_task = nir_build_load_global(b, 1, 32, addr, .access = ACCESS_NON_WRITEABLE | ACCESS_COHERENT);
}
nir_pop_if(b, if_stride);
first_task = nir_if_phi(b, first_task, zero);
/* NV_mesh_shader workgroups are 1 dimensional.
* Apply firstTask to the X dimension, but leave Y and Z intact.
*/
nir_ssa_def *hw_workgroup_id = nir_load_workgroup_id(b, 32);
nir_ssa_def *api_workgroup_id_x = nir_iadd(b, nir_channel(b, hw_workgroup_id, 0), first_task);
nir_ssa_def *api_workgroup_id = nir_vector_insert_imm(b, hw_workgroup_id, api_workgroup_id_x, 0);
add_first_task_to_workgroup_id_state state = {
.hw_workgroup_id = hw_workgroup_id,
.api_workgroup_id = api_workgroup_id,
};
nir_shader_lower_instructions(shader,
filter_workgroup_id,
replace_workgroup_id_use_first_task,
&state);
nir_validate_shader(shader, "after including firstTask in the task shader workgroup ID");
}
static nir_ssa_def *
task_workgroup_index(nir_builder *b,
lower_tsms_io_state *s)