load_per_vertex_input should probably be handled in the same way as a
regular load_input. I think the nir_schedule pass was written before V3D
had geometry shader support, so that is probably why it hasn’t taken
this into account until now.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5561>
This is a more explicit name now that we don't want it to be doing any
memory barrier stuff for us.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
This is similar to a scheduler I've written for vc4 and i965, but this
time written at the NIR level so that hopefully it's reusable. A notable
new feature it has is Goodman/Hsu's heuristic of "once we've started
processing the uses of a value, prioritize processing the rest of their
uses", which should help avoid the heuristic otherwise making such
systematically bad choices around getting texture results consumed.
Results for v3d:
total instructions in shared programs: 6497588 -> 6518242 (0.32%)
total threads in shared programs: 154000 -> 152828 (-0.76%)
total uniforms in shared programs: 2119629 -> 2068681 (-2.40%)
total spills in shared programs: 4984 -> 472 (-90.53%)
total fills in shared programs: 6418 -> 1546 (-75.91%)
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> (v1)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> (v2)
v2: Use the DAG datastructure, fold in the scheduling-for-parallelism
patch, include SSA defs in live values so we can switch to bottom-up
if we want.
v3: Squash in improvements from Alejandro Piñeiro for getting V3D to
successfully register allocate on GLES3.1 dEQP. Make sure that
discards don't move after store_output. Comment spelling fix.