radv: get InstanceID from VGPR1 (or VGPR2 for tess) instead of VGPR3

VGPR1 = InstanceID / StepRate0; // StepRate0 can be set to 1

Ported from RadeonSI.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset
2018-01-05 19:18:13 +01:00
parent be16bbe1d3
commit 08a5f4412a

View File

@@ -671,9 +671,14 @@ declare_vs_input_vgprs(struct nir_to_llvm_context *ctx, struct arg_info *args)
{
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->abi.vertex_id);
if (!ctx->is_gs_copy_shader) {
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->rel_auto_id);
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->vs_prim_id);
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->abi.instance_id);
if (ctx->options->key.vs.as_ls) {
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->rel_auto_id);
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->abi.instance_id);
} else {
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->abi.instance_id);
add_arg(args, ARG_VGPR, ctx->ac.i32, &ctx->vs_prim_id);
}
add_arg(args, ARG_VGPR, ctx->ac.i32, NULL); /* unused */
}
}
@@ -5173,8 +5178,13 @@ handle_vs_input_decl(struct nir_to_llvm_context *ctx,
if (ctx->options->key.vs.instance_rate_inputs & (1u << index)) {
buffer_index = LLVMBuildAdd(ctx->builder, ctx->abi.instance_id,
ctx->abi.start_instance, "");
ctx->shader_info->vs.vgpr_comp_cnt = MAX2(3,
ctx->shader_info->vs.vgpr_comp_cnt);
if (ctx->options->key.vs.as_ls) {
ctx->shader_info->vs.vgpr_comp_cnt =
MAX2(2, ctx->shader_info->vs.vgpr_comp_cnt);
} else {
ctx->shader_info->vs.vgpr_comp_cnt =
MAX2(1, ctx->shader_info->vs.vgpr_comp_cnt);
}
} else
buffer_index = LLVMBuildAdd(ctx->builder, ctx->abi.vertex_id,
ctx->abi.base_vertex, "");
@@ -6698,8 +6708,14 @@ LLVMModuleRef ac_translate_nir_to_llvm(LLVMTargetMachineRef tm,
ctx.abi.load_tess_coord = load_tess_coord;
} else if (shaders[i]->info.stage == MESA_SHADER_VERTEX) {
if (shader_info->info.vs.needs_instance_id) {
ctx.shader_info->vs.vgpr_comp_cnt =
MAX2(3, ctx.shader_info->vs.vgpr_comp_cnt);
if (ctx.ac.chip_class == GFX9 &&
shaders[shader_count - 1]->info.stage == MESA_SHADER_TESS_CTRL) {
ctx.shader_info->vs.vgpr_comp_cnt =
MAX2(2, ctx.shader_info->vs.vgpr_comp_cnt);
} else {
ctx.shader_info->vs.vgpr_comp_cnt =
MAX2(1, ctx.shader_info->vs.vgpr_comp_cnt);
}
}
} else if (shaders[i]->info.stage == MESA_SHADER_FRAGMENT) {
shader_info->fs.can_discard = shaders[i]->info.fs.uses_discard;
@@ -6938,7 +6954,7 @@ ac_fill_shader_info(struct ac_shader_variant_info *shader_info, struct nir_shade
case MESA_SHADER_VERTEX:
shader_info->vs.as_es = options->key.vs.as_es;
shader_info->vs.as_ls = options->key.vs.as_ls;
/* in LS mode we need at least 1, invocation id needs 3, handled elsewhere */
/* in LS mode we need at least 1, invocation id needs 2, handled elsewhere */
if (options->key.vs.as_ls)
shader_info->vs.vgpr_comp_cnt = MAX2(1, shader_info->vs.vgpr_comp_cnt);
break;