mesa/src/asahi/lib/agx_nir_predicate_layer_id.c
Alyssa Rosenzweig e2a0d64d52 asahi: Add pass to predicate layer ID reads
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
2023-10-01 12:37:55 -04:00

54 lines
1.7 KiB
C

/*
* Copyright 2023 Alyssa Rosenzweig
* SPDX-License-Identifier: MIT
*/
#include "compiler/shader_enums.h"
#include "agx_tilebuffer.h"
#include "nir.h"
#include "nir_builder.h"
#include "nir_builder_opcodes.h"
#include "nir_intrinsics_indices.h"
/*
* If a fragment shader reads the layer ID but the vertex shader does not write
* the layer ID, the fragment shader is supposed to read zero. However, in our
* hardware, if the vertex shader does not write the layer ID, the value read by
* the fragment shader is UNDEFINED. To reconcile, the driver passes in whether
* the layer ID value is written, and this pass predicates layer ID on that
* system value. This handles both cases without shader variants, at the cost of
* a single instruction.
*/
static bool
lower(nir_builder *b, nir_intrinsic_instr *intr, void *_)
{
if (intr->intrinsic != nir_intrinsic_load_input)
return false;
if (nir_intrinsic_io_semantics(intr).location != VARYING_SLOT_LAYER)
return false;
b->cursor = nir_after_instr(&intr->instr);
nir_def *written = nir_load_layer_id_written_agx(b);
/* Zero extend the mask since layer IDs are 16-bits, so upper bits of the
* layer ID are necessarily zero.
*/
nir_def *mask = nir_u2uN(b, written, intr->def.bit_size);
nir_def *repl = nir_iand(b, &intr->def, mask);
nir_def_rewrite_uses_after(&intr->def, repl, repl->parent_instr);
return true;
}
void
agx_nir_predicate_layer_id(nir_shader *shader)
{
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
/* If layer is not read, there's nothing to lower */
if (shader->info.inputs_read & VARYING_BIT_LAYER) {
nir_shader_intrinsics_pass(
shader, lower, nir_metadata_block_index | nir_metadata_dominance,
NULL);
}
}