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nir: Add a pass for combining ray queries
We can determice scopes/ranges of the use of ray queries and use this information to combine ray queries. Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16593>
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2 changed files with 281 additions and 1 deletions
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@ -5677,6 +5677,8 @@ bool nir_opt_move_discards_to_top(nir_shader *shader);
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bool nir_opt_ray_queries(nir_shader *shader);
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bool nir_opt_ray_query_ranges(nir_shader *shader);
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typedef bool (*nir_should_vectorize_mem_func)(unsigned align_mul,
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unsigned align_offset,
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unsigned bit_size,
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@ -24,12 +24,15 @@
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#include "nir.h"
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#include "nir_builder.h"
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#include "util/hash_table.h"
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#include "util/set.h"
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#include "util/macros.h"
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#include "util/u_dynarray.h"
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/** @file nir_opt_ray_queries.c
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*
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* Remove ray queries that the shader is not using the result of.
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* 1. Remove ray queries that the shader is not using the result of.
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* 2. Combine ray queries which are not simultaneously.
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*/
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static void
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@ -152,3 +155,278 @@ nir_opt_ray_queries(nir_shader *shader)
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return progress;
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}
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/**
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* Merge ray queries that are not used in parallel to reduce scratch memory:
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*
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* 1. Store all the ray queries we will consider into an array for
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* convenient access. Ignore arrays since it would be really complex
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* to handle and will be rare in praxis.
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*
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* 2. Count the number of ray query ranges and allocate the required ranges.
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*
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* 3. Populate the ray query range array. A range is started and termninated
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* rq_initialize (the terminating rq_initialize will be the start of the
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* next range). There are two hazards:
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*
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* 1. rq_initialize can be inside some form of controlflow which can result
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* in incorrect ranges and invalid merging.
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*
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* SOLUTION: Discard the entire ray query when encountering an
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* instruction that is not dominated by the rq_initialize
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* of the range.
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*
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* 2. With loops, we can underestimate the range because the state may
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* have to be preserved for multiple iterations.
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*
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* SOLUTION: Track parent loops.
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*
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* 4. Try to rewrite the variables. For that, we iterate over every ray query
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* and try to move its ranges to the preceding ray queries.
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*/
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struct rq_range {
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nir_variable *variable;
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uint32_t first;
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uint32_t last;
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struct util_dynarray instrs;
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struct set *loops;
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};
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#define RQ_NEW_INDEX_NONE 0xFFFFFFFF
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static bool
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count_ranges(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 *intrinsic = nir_instr_as_intrinsic(instr);
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if (intrinsic->intrinsic == nir_intrinsic_rq_initialize)
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(*(uint32_t *) data)++;
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return false;
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}
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static nir_cf_node *
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get_parent_loop(nir_cf_node *node)
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{
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nir_cf_node *result = NULL;
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while (node) {
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if (node->type == nir_cf_node_loop)
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result = node;
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node = node->parent;
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}
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return result;
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}
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bool
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nir_opt_ray_query_ranges(nir_shader *shader)
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{
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assert(exec_list_length(&shader->functions) == 1);
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struct nir_function *func =
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(struct nir_function *)exec_list_get_head_const(&shader->functions);
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assert(func->impl);
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void *mem_ctx = ralloc_context(NULL);
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uint32_t ray_query_count = 0;
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nir_foreach_variable_in_shader(var, shader) {
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if (!var->data.ray_query || glsl_type_is_array(var->type))
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continue;
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ray_query_count++;
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}
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nir_foreach_function_temp_variable(var, func->impl) {
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if (!var->data.ray_query || glsl_type_is_array(var->type))
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continue;
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ray_query_count++;
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}
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if (ray_query_count <= 1) {
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nir_metadata_preserve(func->impl, nir_metadata_all);
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return false;
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}
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nir_metadata_require(func->impl, nir_metadata_instr_index | nir_metadata_dominance);
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nir_variable **ray_queries = ralloc_array(mem_ctx, nir_variable*, ray_query_count);
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ray_query_count = 0;
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nir_foreach_variable_in_shader(var, shader) {
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if (!var->data.ray_query || glsl_type_is_array(var->type))
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continue;
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ray_queries[ray_query_count] = var;
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ray_query_count++;
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}
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nir_foreach_function_temp_variable(var, func->impl) {
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if (!var->data.ray_query || glsl_type_is_array(var->type))
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continue;
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ray_queries[ray_query_count] = var;
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ray_query_count++;
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}
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uint32_t range_count = 0;
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nir_shader_instructions_pass(shader, count_ranges, nir_metadata_all, &range_count);
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struct rq_range *ranges = rzalloc_array(mem_ctx, struct rq_range, range_count);
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struct hash_table *range_indices = _mesa_pointer_hash_table_create(mem_ctx);
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uint32_t target_index = 0;
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nir_foreach_block(block, func->impl) {
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nir_cf_node *parent_loop = get_parent_loop(&block->cf_node);
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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 *intrinsic = nir_instr_as_intrinsic(instr);
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if (!nir_intrinsic_is_ray_query(intrinsic->intrinsic))
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continue;
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nir_deref_instr *ray_query_deref =
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nir_instr_as_deref(intrinsic->src[0].ssa->parent_instr);
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if (ray_query_deref->deref_type != nir_deref_type_var)
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continue;
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if (intrinsic->intrinsic == nir_intrinsic_rq_initialize) {
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_mesa_hash_table_insert(range_indices, ray_query_deref->var,
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(void *)(uintptr_t)target_index);
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ranges[target_index].variable = ray_query_deref->var;
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ranges[target_index].first = instr->index;
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ranges[target_index].last = instr->index;
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util_dynarray_init(&ranges[target_index].instrs, mem_ctx);
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ranges[target_index].loops = _mesa_pointer_set_create(mem_ctx);
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target_index++;
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}
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struct hash_entry *index_entry =
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_mesa_hash_table_search(range_indices, ray_query_deref->var);
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struct rq_range *range = ranges + (uintptr_t)index_entry->data;
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if (intrinsic->intrinsic != nir_intrinsic_rq_initialize) {
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/* If the initialize instruction does not dominate every other
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* instruction in the range, we have to reject the enire query
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* since we can not be certain about the ranges:
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*
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* rayQuery rq;
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* if (i == 0)
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* init(rq);
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* ... <-- Another ray query that would get merged.
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* if (i == 1)
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* init(rq); <--+
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* if (i == 0) |
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* proceed(rq); <--+ Not dominated by init!
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* if (i == 1)
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* proceed(rq);
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*/
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nir_instr *init = *util_dynarray_element(&range->instrs, nir_instr *, 0);
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if (!nir_block_dominates(init->block, instr->block)) {
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for (uint32_t i = 0; i < ray_query_count; i++) {
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if (ray_queries[i] == ray_query_deref->var) {
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ray_queries[i] = NULL;
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break;
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}
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}
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continue;
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}
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range->last = MAX2(range->last, instr->index);
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}
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util_dynarray_append(&range->instrs, nir_instr *, instr);
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if (parent_loop)
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_mesa_set_add(range->loops, parent_loop);
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}
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}
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range_count = target_index;
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/* Try to push ray query ranges 'down'. */
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for (uint32_t rq_index = 1; rq_index < ray_query_count; rq_index++) {
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if (!ray_queries[rq_index])
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continue;
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for (uint32_t dom_rq_index = 0; dom_rq_index < rq_index; dom_rq_index++) {
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if (!ray_queries[dom_rq_index])
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continue;
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bool collides = false;
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for (uint32_t range_index = 0; range_index < range_count; range_index++) {
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if (ranges[range_index].variable != ray_queries[rq_index])
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continue;
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for (uint32_t dom_range_index = 0; dom_range_index < range_count; dom_range_index++) {
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if (ranges[dom_range_index].variable != ray_queries[dom_rq_index])
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continue;
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if (!(ranges[dom_range_index].first > ranges[range_index].last ||
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ranges[dom_range_index].last < ranges[range_index].first)) {
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collides = true;
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break;
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}
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if (_mesa_set_intersects(ranges[dom_range_index].loops,
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ranges[range_index].loops)) {
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collides = true;
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break;
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}
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}
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if (collides)
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break;
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}
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if (collides)
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continue;
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for (uint32_t range_index = 0; range_index < range_count; range_index++) {
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if (ranges[range_index].variable != ray_queries[rq_index])
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continue;
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ranges[range_index].variable = ray_queries[dom_rq_index];
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}
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}
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}
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/* Remap the ray query derefs to the new variables. */
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bool progress = false;
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for (uint32_t range_index = 0; range_index < range_count; range_index++) {
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struct rq_range *range = ranges + range_index;
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util_dynarray_foreach(&range->instrs, nir_instr *, instr) {
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nir_intrinsic_instr *intrinsic = nir_instr_as_intrinsic(*instr);
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nir_deref_instr *ray_query_deref =
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nir_instr_as_deref(intrinsic->src[0].ssa->parent_instr);
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if (ray_query_deref->var != range->variable) {
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ray_query_deref->var = range->variable;
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progress = true;
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}
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}
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}
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nir_metadata_preserve(func->impl, nir_metadata_all);
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/* Remove dead ray queries. */
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if (progress) {
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nir_remove_dead_derefs(shader);
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nir_remove_dead_variables(shader, nir_var_shader_temp | nir_var_function_temp,
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NULL);
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}
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ralloc_free(mem_ctx);
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return progress;
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}
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