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per_view outputs use one slot per enabled view. Signed-off-by: Job Noorman <jnoorman@igalia.com> Reviewed-by: Emma Anholt <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40651>
220 lines
8.5 KiB
C
220 lines
8.5 KiB
C
/*
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* Copyright (C) 2020 Google, Inc.
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* Copyright (C) 2021 Advanced Micro Devices, Inc.
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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 FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "nir.h"
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/**
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* Return the intrinsic if it matches the mask in "modes", else return NULL.
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*/
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nir_intrinsic_instr *
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nir_get_io_intrinsic(nir_instr *instr, nir_variable_mode modes,
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nir_variable_mode *out_mode)
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{
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if (instr->type != nir_instr_type_intrinsic)
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return NULL;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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switch (intr->intrinsic) {
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case nir_intrinsic_load_input:
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case nir_intrinsic_load_per_primitive_input:
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case nir_intrinsic_load_input_vertex:
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case nir_intrinsic_load_interpolated_input:
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case nir_intrinsic_load_per_vertex_input:
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*out_mode = nir_var_shader_in;
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return modes & nir_var_shader_in ? intr : NULL;
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case nir_intrinsic_load_output:
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case nir_intrinsic_load_per_vertex_output:
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case nir_intrinsic_load_per_view_output:
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case nir_intrinsic_store_output:
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case nir_intrinsic_store_per_vertex_output:
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case nir_intrinsic_store_per_view_output:
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case nir_intrinsic_store_per_primitive_output:
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*out_mode = nir_var_shader_out;
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return modes & nir_var_shader_out ? intr : NULL;
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default:
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return NULL;
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}
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}
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/**
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* Recompute the IO "base" indices from scratch to remove holes or to fix
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* incorrect base values due to changes in IO locations by using IO locations
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* to assign new bases. The mapping from locations to bases becomes
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* monotonically increasing.
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*/
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bool
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nir_recompute_io_bases(nir_shader *nir, nir_variable_mode modes)
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{
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nir_function_impl *impl = nir_shader_get_entrypoint(nir);
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bool make_colors_last = nir->options->io_options &
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nir_io_assign_color_input_bases_after_all_other_inputs;
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BITSET_DECLARE(inputs, NUM_TOTAL_VARYING_SLOTS);
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BITSET_DECLARE(per_prim_inputs, NUM_TOTAL_VARYING_SLOTS); /* FS only */
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/* radeonsi prefers color inputs to be last. */
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BITSET_DECLARE(color_inputs, 2); /* VARYING_SLOT_COL{0,1}, FS only */
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BITSET_DECLARE(dual_slot_inputs, NUM_TOTAL_VARYING_SLOTS); /* VS only */
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BITSET_DECLARE(outputs, NUM_TOTAL_VARYING_SLOTS);
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BITSET_DECLARE(dual_source_outputs, NUM_TOTAL_VARYING_SLOTS);
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BITSET_ZERO(inputs);
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BITSET_ZERO(per_prim_inputs);
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BITSET_ZERO(color_inputs);
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BITSET_ZERO(dual_slot_inputs);
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BITSET_ZERO(outputs);
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BITSET_ZERO(dual_source_outputs);
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/* Gather the bitmasks of used locations. */
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nir_foreach_block(block, impl) {
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nir_foreach_instr(instr, block) {
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nir_variable_mode mode;
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nir_intrinsic_instr *intr = nir_get_io_intrinsic(instr, modes, &mode);
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if (!intr)
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continue;
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nir_io_semantics sem = nir_intrinsic_io_semantics(intr);
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unsigned num_slots = sem.num_slots;
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if (sem.medium_precision)
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num_slots = (num_slots + sem.high_16bits + 1) / 2;
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if (nir_is_io_compact(nir, mode == nir_var_shader_out,
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sem.location)) {
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num_slots = DIV_ROUND_UP(num_slots, 4);
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}
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if (sem.per_view)
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num_slots *= util_bitcount(nir->info.view_mask);
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if (mode == nir_var_shader_in) {
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for (unsigned i = 0; i < num_slots; i++) {
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unsigned location = sem.location + i;
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/* GPU like AMD require per primitive inputs come after per
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* vertex inputs.
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*/
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if (intr->intrinsic == nir_intrinsic_load_per_primitive_input ||
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/* Some fragment shader input varying is per vertex when vertex
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* pipeline, per primitive when mesh pipeline. In order to share
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* the same fragment shader code, we move these varyings after
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* other per vertex varyings by handling them like per primitive
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* varyings here.
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*/
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(nir->info.stage == MESA_SHADER_FRAGMENT &&
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(location == VARYING_SLOT_PRIMITIVE_ID ||
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location == VARYING_SLOT_VIEWPORT ||
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location == VARYING_SLOT_LAYER)))
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BITSET_SET(per_prim_inputs, location);
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else if (make_colors_last &&
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nir->info.stage == MESA_SHADER_FRAGMENT &&
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(location == VARYING_SLOT_COL0 ||
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location == VARYING_SLOT_COL1))
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BITSET_SET(color_inputs, location - VARYING_SLOT_COL0);
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else
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BITSET_SET(inputs, location);
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if (sem.high_dvec2)
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BITSET_SET(dual_slot_inputs, location);
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}
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} else if (sem.dual_source_blend_index) {
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BITSET_SET_COUNT(dual_source_outputs, sem.location, num_slots);
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} else {
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BITSET_SET_COUNT(outputs, sem.location, num_slots);
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}
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}
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}
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const unsigned num_normal_inputs = BITSET_COUNT(inputs) +
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BITSET_COUNT(dual_slot_inputs) +
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BITSET_COUNT(color_inputs);
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assert(nir->info.stage == MESA_SHADER_FRAGMENT ||
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BITSET_COUNT(color_inputs) == 0);
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/* Renumber bases. */
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bool progress = false;
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nir_foreach_block(block, impl) {
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nir_foreach_instr(instr, block) {
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nir_variable_mode mode;
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nir_intrinsic_instr *intr = nir_get_io_intrinsic(instr, modes, &mode);
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if (!intr)
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continue;
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nir_io_semantics sem = nir_intrinsic_io_semantics(intr);
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unsigned num_slots = sem.num_slots;
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if (sem.medium_precision)
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num_slots = (num_slots + sem.high_16bits + 1) / 2;
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unsigned new_base;
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if (mode == nir_var_shader_in) {
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if (BITSET_TEST(per_prim_inputs, sem.location)){
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new_base = num_normal_inputs +
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BITSET_PREFIX_SUM(per_prim_inputs, sem.location);
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} else if (make_colors_last &&
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nir->info.stage == MESA_SHADER_FRAGMENT &&
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(sem.location == VARYING_SLOT_COL0 ||
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sem.location == VARYING_SLOT_COL1)) {
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new_base = BITSET_COUNT(inputs) +
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BITSET_PREFIX_SUM(color_inputs,
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sem.location - VARYING_SLOT_COL0);
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} else {
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new_base = BITSET_PREFIX_SUM(inputs, sem.location) +
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BITSET_PREFIX_SUM(dual_slot_inputs, sem.location) +
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(sem.high_dvec2 ? 1 : 0);
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}
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} else if (sem.dual_source_blend_index) {
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new_base = BITSET_PREFIX_SUM(outputs, NUM_TOTAL_VARYING_SLOTS) +
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BITSET_PREFIX_SUM(dual_source_outputs, sem.location);
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} else {
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new_base = BITSET_PREFIX_SUM(outputs, sem.location);
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}
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if (nir_intrinsic_base(intr) != new_base) {
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nir_intrinsic_set_base(intr, new_base);
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progress = true;
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}
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}
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}
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if (modes & nir_var_shader_in) {
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unsigned num_inputs = num_normal_inputs + BITSET_COUNT(per_prim_inputs);
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if (nir->num_inputs != num_inputs) {
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nir->num_inputs = num_inputs;
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progress = true;
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}
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}
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if (modes & nir_var_shader_out) {
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unsigned num_outputs = BITSET_COUNT(outputs) +
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BITSET_COUNT(dual_source_outputs);
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if (nir->num_outputs != num_outputs) {
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nir->num_outputs = num_outputs;
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progress = true;
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}
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}
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return nir_progress(progress, impl, nir_metadata_all);
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}
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