nir/schedule: Store a pointer to the options struct in scoreboard

Instead of copying the individual members of nir_schedule_options into
the scoreboard, it now just keeps a pointer to the options. This avoids
the duplicated comments and makes it easier to add more options later.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5953>
This commit is contained in:
Neil Roberts
2020-07-17 09:17:29 +02:00
parent 7665398e6c
commit 260a8f759a

View File

@@ -110,13 +110,8 @@ typedef struct {
*/
int pressure;
/* Number of channels that may be in use before we switch to the
* pressure-prioritizing scheduling heuristic.
*/
int threshold;
/* Mask of stages that share memory for inputs and outputs */
unsigned stages_with_shared_io_memory;
/* Options specified by the backend */
const nir_schedule_options *options;
} nir_schedule_scoreboard;
/* When walking the instructions in reverse, we use this flag to swap
@@ -329,7 +324,7 @@ nir_schedule_intrinsic_deps(nir_deps_state *state,
/* For some hardware and stages, output stores affect the same shared
* memory as input loads.
*/
if ((state->scoreboard->stages_with_shared_io_memory &
if ((state->scoreboard->options->stages_with_shared_io_memory &
(1 << state->scoreboard->shader->info.stage)))
add_write_dep(state, &state->load_input, n);
@@ -870,7 +865,7 @@ nir_schedule_instructions(nir_schedule_scoreboard *scoreboard, nir_block *block)
}
nir_schedule_node *chosen;
if (scoreboard->pressure < scoreboard->threshold)
if (scoreboard->pressure < scoreboard->options->threshold)
chosen = nir_schedule_choose_instruction_csp(scoreboard);
else
chosen = nir_schedule_choose_instruction_csr(scoreboard);
@@ -991,9 +986,7 @@ nir_schedule_get_scoreboard(nir_shader *shader,
scoreboard->shader = shader;
scoreboard->live_values = _mesa_pointer_set_create(scoreboard);
scoreboard->remaining_uses = _mesa_pointer_hash_table_create(scoreboard);
scoreboard->threshold = options->threshold;
scoreboard->stages_with_shared_io_memory =
options->stages_with_shared_io_memory;
scoreboard->options = options;
scoreboard->pressure = 0;
nir_foreach_function(function, shader) {