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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>
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4 changed files with 73 additions and 0 deletions
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@ -245,6 +245,7 @@ NIR_FILES = \
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nir/nir_lower_clip_cull_distance_arrays.c \
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nir/nir_lower_clip_cull_distance_arrays.c \
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nir/nir_lower_clip_halfz.c \
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nir/nir_lower_clip_halfz.c \
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nir/nir_lower_variable_initializers.c \
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nir/nir_lower_variable_initializers.c \
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nir/nir_lower_discard_to_demote.c \
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nir/nir_lower_double_ops.c \
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nir/nir_lower_double_ops.c \
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nir/nir_lower_drawpixels.c \
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nir/nir_lower_drawpixels.c \
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nir/nir_lower_fb_read.c \
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nir/nir_lower_fb_read.c \
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@ -125,6 +125,7 @@ files_libnir = files(
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'nir_lower_clip_cull_distance_arrays.c',
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'nir_lower_clip_cull_distance_arrays.c',
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'nir_lower_clip_halfz.c',
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'nir_lower_clip_halfz.c',
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'nir_lower_variable_initializers.c',
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'nir_lower_variable_initializers.c',
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'nir_lower_discard_to_demote.c',
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'nir_lower_double_ops.c',
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'nir_lower_double_ops.c',
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'nir_lower_drawpixels.c',
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'nir_lower_drawpixels.c',
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'nir_lower_fb_read.c',
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'nir_lower_fb_read.c',
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@ -4197,6 +4197,8 @@ typedef enum {
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bool nir_lower_interpolation(nir_shader *shader,
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bool nir_lower_interpolation(nir_shader *shader,
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nir_lower_interpolation_options options);
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nir_lower_interpolation_options options);
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bool nir_lower_discard_to_demote(nir_shader *shader);
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bool nir_normalize_cubemap_coords(nir_shader *shader);
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bool nir_normalize_cubemap_coords(nir_shader *shader);
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void nir_live_ssa_defs_impl(nir_function_impl *impl);
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void nir_live_ssa_defs_impl(nir_function_impl *impl);
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69
src/compiler/nir/nir_lower_discard_to_demote.c
Normal file
69
src/compiler/nir/nir_lower_discard_to_demote.c
Normal file
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@ -0,0 +1,69 @@
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/*
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* Copyright © 2020 Valve Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include "nir.h"
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/**
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* This pass is intended as workaround for game bugs to force correct
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* derivatives after kill. This lowering is not valid in the general case
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* as it might change the result of subgroup operations and loop behavior.
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*
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* discard() will be lowered as demote() and gl_HelperInvocation
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* will be lowered as helperInvocationEXT().
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*/
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bool
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nir_lower_discard_to_demote(nir_shader *shader)
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{
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if (shader->info.stage != MESA_SHADER_FRAGMENT)
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return false;
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bool progress = false;
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nir_foreach_function(function, shader) {
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
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switch (intrin->intrinsic) {
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case nir_intrinsic_discard:
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intrin->intrinsic = nir_intrinsic_demote;
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break;
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case nir_intrinsic_discard_if:
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intrin->intrinsic = nir_intrinsic_demote_if;
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break;
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case nir_intrinsic_load_helper_invocation:
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intrin->intrinsic = nir_intrinsic_is_helper_invocation;
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break;
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default:
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continue;
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}
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progress = true;
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}
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}
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}
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return progress;
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}
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