nir: add pass to lower discard() to demote()

This pass is intended to work around game bugs, only!
It also lowers nir_intrinsic_load_helper_invocation to
nir_intrinsic_is_helper_invocation for consistency.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4047>
This commit is contained in:
Daniel Schürmann 2020-03-04 16:55:13 +01:00 committed by Marge Bot
parent 5adcfa68a9
commit ce87da71e9
4 changed files with 73 additions and 0 deletions

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@ -245,6 +245,7 @@ NIR_FILES = \
nir/nir_lower_clip_cull_distance_arrays.c \ nir/nir_lower_clip_cull_distance_arrays.c \
nir/nir_lower_clip_halfz.c \ nir/nir_lower_clip_halfz.c \
nir/nir_lower_variable_initializers.c \ nir/nir_lower_variable_initializers.c \
nir/nir_lower_discard_to_demote.c \
nir/nir_lower_double_ops.c \ nir/nir_lower_double_ops.c \
nir/nir_lower_drawpixels.c \ nir/nir_lower_drawpixels.c \
nir/nir_lower_fb_read.c \ nir/nir_lower_fb_read.c \

View file

@ -125,6 +125,7 @@ files_libnir = files(
'nir_lower_clip_cull_distance_arrays.c', 'nir_lower_clip_cull_distance_arrays.c',
'nir_lower_clip_halfz.c', 'nir_lower_clip_halfz.c',
'nir_lower_variable_initializers.c', 'nir_lower_variable_initializers.c',
'nir_lower_discard_to_demote.c',
'nir_lower_double_ops.c', 'nir_lower_double_ops.c',
'nir_lower_drawpixels.c', 'nir_lower_drawpixels.c',
'nir_lower_fb_read.c', 'nir_lower_fb_read.c',

View file

@ -4197,6 +4197,8 @@ typedef enum {
bool nir_lower_interpolation(nir_shader *shader, bool nir_lower_interpolation(nir_shader *shader,
nir_lower_interpolation_options options); nir_lower_interpolation_options options);
bool nir_lower_discard_to_demote(nir_shader *shader);
bool nir_normalize_cubemap_coords(nir_shader *shader); bool nir_normalize_cubemap_coords(nir_shader *shader);
void nir_live_ssa_defs_impl(nir_function_impl *impl); void nir_live_ssa_defs_impl(nir_function_impl *impl);

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@ -0,0 +1,69 @@
/*
* Copyright © 2020 Valve Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
*/
#include "nir.h"
/**
* This pass is intended as workaround for game bugs to force correct
* derivatives after kill. This lowering is not valid in the general case
* as it might change the result of subgroup operations and loop behavior.
*
* discard() will be lowered as demote() and gl_HelperInvocation
* will be lowered as helperInvocationEXT().
*/
bool
nir_lower_discard_to_demote(nir_shader *shader)
{
if (shader->info.stage != MESA_SHADER_FRAGMENT)
return false;
bool progress = false;
nir_foreach_function(function, shader) {
nir_foreach_block(block, function->impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_discard:
intrin->intrinsic = nir_intrinsic_demote;
break;
case nir_intrinsic_discard_if:
intrin->intrinsic = nir_intrinsic_demote_if;
break;
case nir_intrinsic_load_helper_invocation:
intrin->intrinsic = nir_intrinsic_is_helper_invocation;
break;
default:
continue;
}
progress = true;
}
}
}
return progress;
}