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Some inputs is per vertex while vertex pipeline, and per primitive when mesh pipeline. Put these inputs after other inputs to share the same fragment shader code for two pipelines. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36749>
172 lines
6.7 KiB
C
172 lines
6.7 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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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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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_ZERO(inputs);
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BITSET_ZERO(per_prim_inputs);
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BITSET_ZERO(dual_slot_inputs);
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BITSET_ZERO(outputs);
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/* Gather the bitmasks of used locations. */
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nir_foreach_block_safe(block, impl) {
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nir_foreach_instr_safe(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 (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
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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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for (unsigned i = 0; i < num_slots; i++)
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BITSET_SET(outputs, sem.location + i);
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}
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}
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}
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const unsigned num_normal_inputs = BITSET_COUNT(inputs) + BITSET_COUNT(dual_slot_inputs);
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/* Renumber bases. */
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bool changed = false;
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nir_foreach_block_safe(block, impl) {
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nir_foreach_instr_safe(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 (mode == nir_var_shader_in) {
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if (BITSET_TEST(per_prim_inputs, sem.location)){
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nir_intrinsic_set_base(intr,
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num_normal_inputs +
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BITSET_PREFIX_SUM(per_prim_inputs, sem.location));
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} else {
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nir_intrinsic_set_base(intr,
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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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nir_intrinsic_set_base(intr,
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BITSET_PREFIX_SUM(outputs, NUM_TOTAL_VARYING_SLOTS));
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} else {
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nir_intrinsic_set_base(intr,
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BITSET_PREFIX_SUM(outputs, sem.location));
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}
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changed = true;
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}
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}
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nir_progress(changed, impl, nir_metadata_control_flow);
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if (modes & nir_var_shader_in)
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nir->num_inputs = BITSET_COUNT(inputs) + BITSET_COUNT(per_prim_inputs);
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if (modes & nir_var_shader_out)
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nir->num_outputs = BITSET_COUNT(outputs);
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return changed;
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}
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