radv: refactor radv_nir_shader_info_link()

To use the similar producer/consumer logic we do when linking shaders.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18278>
This commit is contained in:
Samuel Pitoiset 2022-08-26 12:30:57 +02:00 committed by Marge Bot
parent 2f9b30f30c
commit dfdd875b06

View file

@ -1173,24 +1173,19 @@ gfx10_get_ngg_info(const struct radv_device *device, struct radv_pipeline_stage
es_info->workgroup_size = workgroup_size;
}
void
radv_nir_shader_info_link(struct radv_device *device, const struct radv_pipeline_key *pipeline_key,
struct radv_pipeline_stage *stages, bool pipeline_has_ngg,
gl_shader_stage last_vgt_api_stage)
static void
radv_link_shaders_info(struct radv_device *device,
struct radv_pipeline_stage *producer, struct radv_pipeline_stage *consumer,
const struct radv_pipeline_key *pipeline_key)
{
if (stages[MESA_SHADER_FRAGMENT].nir) {
assert(last_vgt_api_stage != MESA_SHADER_NONE);
struct radv_shader_info *pre_ps_info = &stages[last_vgt_api_stage].info;
struct radv_vs_output_info *outinfo = &pre_ps_info->outinfo;
/* Add PS input requirements to the output of the pre-PS stage. */
bool ps_prim_id_in = stages[MESA_SHADER_FRAGMENT].info.ps.prim_id_input;
bool ps_clip_dists_in = !!stages[MESA_SHADER_FRAGMENT].info.ps.num_input_clips_culls;
assert(outinfo);
/* Export primitive ID or clip/cull distances if necessary. */
if (consumer->stage == MESA_SHADER_FRAGMENT) {
struct radv_vs_output_info *outinfo = &producer->info.outinfo;
const bool ps_prim_id_in = consumer->info.ps.prim_id_input;
const bool ps_clip_dists_in = !!consumer->info.ps.num_input_clips_culls;
if (ps_prim_id_in &&
(last_vgt_api_stage == MESA_SHADER_VERTEX || last_vgt_api_stage == MESA_SHADER_TESS_EVAL)) {
(producer->stage == MESA_SHADER_VERTEX || producer->stage == MESA_SHADER_TESS_EVAL)) {
/* Mark the primitive ID as output when it's implicitly exported by VS or TES with NGG. */
if (outinfo->vs_output_param_offset[VARYING_SLOT_PRIMITIVE_ID] == AC_EXP_PARAM_UNDEFINED)
outinfo->vs_output_param_offset[VARYING_SLOT_PRIMITIVE_ID] = outinfo->param_exports++;
@ -1199,94 +1194,111 @@ radv_nir_shader_info_link(struct radv_device *device, const struct radv_pipeline
}
if (ps_clip_dists_in) {
if (stages[last_vgt_api_stage].nir->info.outputs_written & VARYING_BIT_CLIP_DIST0)
if (producer->nir->info.outputs_written & VARYING_BIT_CLIP_DIST0)
outinfo->vs_output_param_offset[VARYING_SLOT_CLIP_DIST0] = outinfo->param_exports++;
if (stages[last_vgt_api_stage].nir->info.outputs_written & VARYING_BIT_CLIP_DIST1)
if (producer->nir->info.outputs_written & VARYING_BIT_CLIP_DIST1)
outinfo->vs_output_param_offset[VARYING_SLOT_CLIP_DIST1] = outinfo->param_exports++;
outinfo->export_clip_dists = true;
}
}
if (stages[MESA_SHADER_TESS_CTRL].nir) {
stages[MESA_SHADER_TESS_CTRL].info.tcs.tes_reads_tess_factors =
!!(stages[MESA_SHADER_TESS_EVAL].nir->info.inputs_read &
(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER));
stages[MESA_SHADER_TESS_CTRL].info.tcs.tes_inputs_read =
stages[MESA_SHADER_TESS_EVAL].nir->info.inputs_read;
stages[MESA_SHADER_TESS_CTRL].info.tcs.tes_patch_inputs_read =
stages[MESA_SHADER_TESS_EVAL].nir->info.patch_inputs_read;
stages[MESA_SHADER_TESS_EVAL].info.num_tess_patches =
stages[MESA_SHADER_TESS_CTRL].info.num_tess_patches;
if (!radv_use_llvm_for_stage(device, MESA_SHADER_VERTEX)) {
/* When the number of TCS input and output vertices are the same (typically 3):
* - There is an equal amount of LS and HS invocations
* - In case of merged LSHS shaders, the LS and HS halves of the shader
* always process the exact same vertex. We can use this knowledge to optimize them.
*
* We don't set tcs_in_out_eq if the float controls differ because that might
* involve different float modes for the same block and our optimizer
* doesn't handle a instruction dominating another with a different mode.
*/
stages[MESA_SHADER_VERTEX].info.vs.tcs_in_out_eq =
device->physical_device->rad_info.gfx_level >= GFX9 &&
pipeline_key->tcs.tess_input_vertices == stages[MESA_SHADER_TESS_CTRL].info.tcs.tcs_vertices_out &&
stages[MESA_SHADER_VERTEX].nir->info.float_controls_execution_mode ==
stages[MESA_SHADER_TESS_CTRL].nir->info.float_controls_execution_mode;
if (stages[MESA_SHADER_VERTEX].info.vs.tcs_in_out_eq)
stages[MESA_SHADER_VERTEX].info.vs.tcs_temp_only_input_mask =
stages[MESA_SHADER_TESS_CTRL].nir->info.inputs_read &
stages[MESA_SHADER_VERTEX].nir->info.outputs_written &
~stages[MESA_SHADER_TESS_CTRL].nir->info.tess.tcs_cross_invocation_inputs_read &
~stages[MESA_SHADER_TESS_CTRL].nir->info.inputs_read_indirectly &
~stages[MESA_SHADER_VERTEX].nir->info.outputs_accessed_indirectly;
/* Copy data to TCS so it can be accessed by the backend if they are merged. */
stages[MESA_SHADER_TESS_CTRL].info.vs.tcs_in_out_eq =
stages[MESA_SHADER_VERTEX].info.vs.tcs_in_out_eq;
stages[MESA_SHADER_TESS_CTRL].info.vs.tcs_temp_only_input_mask =
stages[MESA_SHADER_VERTEX].info.vs.tcs_temp_only_input_mask;
}
}
/* Compute the ESGS item size for VS or TES as ES. */
if ((stages[MESA_SHADER_VERTEX].nir && stages[MESA_SHADER_VERTEX].info.vs.as_es) ||
(stages[MESA_SHADER_TESS_EVAL].nir && stages[MESA_SHADER_TESS_EVAL].info.tes.as_es)) {
uint32_t num_outputs_written;
gl_shader_stage es_stage;
if (stages[MESA_SHADER_TESS_EVAL].nir) {
es_stage = MESA_SHADER_TESS_EVAL;
num_outputs_written = stages[MESA_SHADER_TESS_EVAL].info.tes.num_linked_outputs;
} else {
es_stage = MESA_SHADER_VERTEX;
num_outputs_written = stages[MESA_SHADER_VERTEX].info.vs.num_linked_outputs;
if (producer->stage == MESA_SHADER_VERTEX || producer->stage == MESA_SHADER_TESS_EVAL) {
if (consumer->stage == MESA_SHADER_GEOMETRY) {
/* Compute the ESGS item size for VS or TES as ES. */
uint32_t num_outputs_written = producer->stage == MESA_SHADER_TESS_EVAL
? producer->info.tes.num_linked_outputs : producer->info.vs.num_linked_outputs;
producer->info.esgs_itemsize = num_outputs_written * 16;
}
stages[es_stage].info.esgs_itemsize = num_outputs_written * 16;
}
if (stages[MESA_SHADER_TASK].nir) {
/* Task/mesh I/O uses the task ring buffers. */
stages[MESA_SHADER_MESH].info.ms.has_task = true;
}
if (pipeline_has_ngg) {
if (last_vgt_api_stage != MESA_SHADER_MESH) {
struct radv_pipeline_stage *es_stage =
stages[MESA_SHADER_TESS_EVAL].nir ? &stages[MESA_SHADER_TESS_EVAL] : &stages[MESA_SHADER_VERTEX];
/* Compute NGG info (GFX10+) or GS info. */
if (producer->info.is_ngg) {
struct radv_pipeline_stage *gs_stage =
stages[MESA_SHADER_GEOMETRY].nir ? &stages[MESA_SHADER_GEOMETRY] : NULL;
consumer->stage == MESA_SHADER_GEOMETRY ? consumer : NULL;
gfx10_get_ngg_info(device, es_stage, gs_stage);
gfx10_get_ngg_info(device, producer, gs_stage);
} else if (consumer->stage == MESA_SHADER_GEOMETRY) {
gfx9_get_gs_info(device, producer, consumer);
}
} else if (stages[MESA_SHADER_GEOMETRY].nir) {
struct radv_pipeline_stage *es_stage =
stages[MESA_SHADER_TESS_EVAL].nir ? &stages[MESA_SHADER_TESS_EVAL] : &stages[MESA_SHADER_VERTEX];
}
gfx9_get_gs_info(device, es_stage, &stages[MESA_SHADER_GEOMETRY]);
if (producer->stage == MESA_SHADER_VERTEX && consumer->stage == MESA_SHADER_TESS_CTRL &&
!radv_use_llvm_for_stage(device, MESA_SHADER_VERTEX)) {
struct radv_pipeline_stage *vs_stage = producer;
struct radv_pipeline_stage *tcs_stage = consumer;
/* When the number of TCS input and output vertices are the same (typically 3):
* - There is an equal amount of LS and HS invocations
* - In case of merged LSHS shaders, the LS and HS halves of the shader always process the
* exact same vertex. We can use this knowledge to optimize them.
*
* We don't set tcs_in_out_eq if the float controls differ because that might involve
* different float modes for the same block and our optimizer doesn't handle a instruction
* dominating another with a different mode.
*/
vs_stage->info.vs.tcs_in_out_eq =
device->physical_device->rad_info.gfx_level >= GFX9 &&
pipeline_key->tcs.tess_input_vertices == tcs_stage->info.tcs.tcs_vertices_out &&
vs_stage->nir->info.float_controls_execution_mode ==
tcs_stage->nir->info.float_controls_execution_mode;
if (vs_stage->info.vs.tcs_in_out_eq)
vs_stage->info.vs.tcs_temp_only_input_mask =
tcs_stage->nir->info.inputs_read &
vs_stage->nir->info.outputs_written &
~tcs_stage->nir->info.tess.tcs_cross_invocation_inputs_read &
~tcs_stage->nir->info.inputs_read_indirectly &
~vs_stage->nir->info.outputs_accessed_indirectly;
/* Copy data to TCS so it can be accessed by the backend if they are merged. */
tcs_stage->info.vs.tcs_in_out_eq =
vs_stage->info.vs.tcs_in_out_eq;
tcs_stage->info.vs.tcs_temp_only_input_mask =
vs_stage->info.vs.tcs_temp_only_input_mask;
}
/* Copy shader info between TCS<->TES. */
if (producer->stage == MESA_SHADER_TESS_CTRL) {
struct radv_pipeline_stage *tcs_stage = producer;
struct radv_pipeline_stage *tes_stage = consumer;
tcs_stage->info.tcs.tes_reads_tess_factors =
!!(tes_stage->nir->info.inputs_read & (VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER));
tcs_stage->info.tcs.tes_inputs_read = tes_stage->nir->info.inputs_read;
tcs_stage->info.tcs.tes_patch_inputs_read = tes_stage->nir->info.patch_inputs_read;
tes_stage->info.num_tess_patches = tcs_stage->info.num_tess_patches;
}
/* Task/mesh I/O uses the task ring buffers. */
if (producer->stage == MESA_SHADER_TASK) {
consumer->info.ms.has_task = true;
}
}
static const gl_shader_stage graphics_shader_order[] = {
MESA_SHADER_VERTEX,
MESA_SHADER_TESS_CTRL,
MESA_SHADER_TESS_EVAL,
MESA_SHADER_GEOMETRY,
MESA_SHADER_TASK,
MESA_SHADER_MESH,
};
void
radv_nir_shader_info_link(struct radv_device *device, const struct radv_pipeline_key *pipeline_key,
struct radv_pipeline_stage *stages, bool pipeline_has_ngg,
gl_shader_stage last_vgt_api_stage)
{
/* Walk backwards to link */
struct radv_pipeline_stage *next_stage = &stages[MESA_SHADER_FRAGMENT];
for (int i = ARRAY_SIZE(graphics_shader_order) - 1; i >= 0; i--) {
gl_shader_stage s = graphics_shader_order[i];
if (!stages[s].nir)
continue;
radv_link_shaders_info(device, &stages[s], next_stage, pipeline_key);
next_stage = &stages[s];
}
}