v3d: Move the stores for fixed function VS output reads into NIR.
This lets us emit the VPM_WRITEs directly from nir_intrinsic_store_output() (useful once NIR scheduling is in place so that we can reduce register pressure), and lets future NIR scheduling schedule the math to generate them. Even in the meantime, it looks like this lets NIR DCE some more code and make better decisions. total instructions in shared programs: 6429246 -> 6412976 (-0.25%) total threads in shared programs: 153924 -> 153934 (<.01%) total loops in shared programs: 486 -> 483 (-0.62%) total uniforms in shared programs: 2385436 -> 2388195 (0.12%) Acked-by: Ian Romanick <ian.d.romanick@intel.com> (nir)
This commit is contained in:
@@ -28,11 +28,47 @@
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* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
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* intrinsics into something amenable to the V3D architecture.
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*
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* After moving more and more logic to NIR, all that's left here is fixing up
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* addressing on uniform loads. FS input and VS output scalarization is
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* handled by nir_lower_io_to_scalar().
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* Most of the work is turning the VS's store_output intrinsics from working
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* on a base representing the gallium-level vec4 driver_location to an offset
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* within the VPM, and emitting the header that's read by the fixed function
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* hardware between the VS and FS.
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*
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* We also adjust the offsets on uniform loads to be in bytes, since that's
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* what we need for indirect addressing with general TMU access.
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*/
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struct v3d_nir_lower_io_state {
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int pos_vpm_offset;
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int vp_vpm_offset;
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int zs_vpm_offset;
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int rcp_wc_vpm_offset;
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int psiz_vpm_offset;
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int varyings_vpm_offset;
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BITSET_WORD varyings_stored[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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nir_ssa_def *pos[4];
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};
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static void
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v3d_nir_store_output(nir_builder *b, int base, nir_ssa_def *chan)
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{
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nir_intrinsic_instr *intr =
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nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output);
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nir_ssa_dest_init(&intr->instr, &intr->dest,
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1, intr->dest.ssa.bit_size, NULL);
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intr->num_components = 1;
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intr->src[0] = nir_src_for_ssa(chan);
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intr->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
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nir_intrinsic_set_base(intr, base);
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nir_intrinsic_set_write_mask(intr, 0x1);
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nir_intrinsic_set_component(intr, 0);
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nir_builder_instr_insert(b, &intr->instr);
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}
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/* Convert the uniform offset to bytes. If it happens to be a constant,
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* constant-folding will clean up the shift for us.
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*/
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@@ -50,9 +86,90 @@ v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
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nir_imm_int(b, 4))));
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}
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static int
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v3d_varying_slot_vpm_offset(struct v3d_compile *c, nir_variable *var, int chan)
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{
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int component = var->data.location_frac + chan;
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for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
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struct v3d_varying_slot slot = c->vs_key->fs_inputs[i];
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if (v3d_slot_get_slot(slot) == var->data.location &&
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v3d_slot_get_component(slot) == component) {
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return i;
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}
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}
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return -1;
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}
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/* Lowers a store_output(gallium driver location) to a series of store_outputs
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* with a driver_location equal to the offset in the VPM.
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*/
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static void
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v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_instr *intr,
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struct v3d_nir_lower_io_state *state)
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{
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b->cursor = nir_before_instr(&intr->instr);
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int start_comp = nir_intrinsic_component(intr);
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nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0],
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intr->num_components);
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nir_variable *var = NULL;
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nir_foreach_variable(scan_var, &c->s->outputs) {
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if (scan_var->data.driver_location != nir_intrinsic_base(intr) ||
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start_comp < scan_var->data.location_frac ||
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start_comp >= scan_var->data.location_frac +
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glsl_get_components(scan_var->type)) {
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continue;
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}
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var = scan_var;
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}
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/* Save off the components of the position for the setup of VPM inputs
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* read by fixed function HW.
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*/
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if (var->data.location == VARYING_SLOT_POS) {
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for (int i = 0; i < intr->num_components; i++) {
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state->pos[start_comp + i] = nir_channel(b, src, i);
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}
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}
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/* Just psiz to the position in the FF header right now. */
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if (var->data.location == VARYING_SLOT_PSIZ &&
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state->psiz_vpm_offset != -1) {
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v3d_nir_store_output(b, state->psiz_vpm_offset, src);
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}
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/* Scalarize outputs if it hasn't happened already, since we want to
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* schedule each VPM write individually. We can skip any outut
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* components not read by the FS.
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*/
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for (int i = 0; i < intr->num_components; i++) {
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int vpm_offset =
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v3d_varying_slot_vpm_offset(c, var,
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i +
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start_comp -
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var->data.location_frac);
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if (vpm_offset == -1)
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continue;
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BITSET_SET(state->varyings_stored, vpm_offset);
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v3d_nir_store_output(b, state->varyings_vpm_offset + vpm_offset,
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nir_channel(b, src, i));
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}
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nir_instr_remove(&intr->instr);
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}
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static void
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v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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struct nir_instr *instr)
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struct nir_instr *instr,
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struct v3d_nir_lower_io_state *state)
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{
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if (instr->type != nir_instr_type_intrinsic)
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return;
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@@ -63,33 +180,171 @@ v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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v3d_nir_lower_uniform(c, b, intr);
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break;
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case nir_intrinsic_store_output:
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if (c->s->info.stage == MESA_SHADER_VERTEX)
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v3d_nir_lower_vpm_output(c, b, intr, state);
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break;
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default:
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break;
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}
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}
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static bool
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v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl)
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/* Remap the output var's .driver_location. This is purely for
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* nir_print_shader() so that store_output can map back to a variable name.
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*/
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static void
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v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c,
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struct v3d_nir_lower_io_state *state)
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{
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nir_builder b;
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nir_builder_init(&b, impl);
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nir_foreach_variable_safe(var, &c->s->outputs) {
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if (var->data.location == VARYING_SLOT_POS &&
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state->pos_vpm_offset != -1) {
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var->data.driver_location = state->pos_vpm_offset;
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continue;
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}
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nir_foreach_block(block, impl) {
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nir_foreach_instr_safe(instr, block)
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v3d_nir_lower_io_instr(c, &b, instr);
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if (var->data.location == VARYING_SLOT_PSIZ &&
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state->psiz_vpm_offset != -1) {
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var->data.driver_location = state->psiz_vpm_offset;
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continue;
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}
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int vpm_offset = v3d_varying_slot_vpm_offset(c, var, 0);
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if (vpm_offset != -1) {
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var->data.driver_location =
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state->varyings_vpm_offset + vpm_offset;
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} else {
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/* If we couldn't find a mapping for the var, delete
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* it so that its old .driver_location doesn't confuse
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* nir_print_shader().
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*/
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exec_node_remove(&var->node);
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}
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}
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}
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static void
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v3d_nir_setup_vpm_layout(struct v3d_compile *c,
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struct v3d_nir_lower_io_state *state)
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{
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uint32_t vpm_offset = 0;
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if (c->vs_key->is_coord) {
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state->pos_vpm_offset = vpm_offset;
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vpm_offset += 4;
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} else {
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state->pos_vpm_offset = -1;
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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state->vp_vpm_offset = vpm_offset;
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vpm_offset += 2;
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return true;
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if (!c->vs_key->is_coord) {
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state->zs_vpm_offset = vpm_offset++;
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state->rcp_wc_vpm_offset = vpm_offset++;
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} else {
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state->zs_vpm_offset = -1;
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state->rcp_wc_vpm_offset = -1;
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}
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if (c->vs_key->per_vertex_point_size)
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state->psiz_vpm_offset = vpm_offset++;
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else
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state->psiz_vpm_offset = -1;
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state->varyings_vpm_offset = vpm_offset;
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c->vpm_output_size = vpm_offset + c->vs_key->num_fs_inputs;
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}
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static void
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v3d_nir_emit_ff_vpm_outputs(struct v3d_compile *c, nir_builder *b,
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struct v3d_nir_lower_io_state *state)
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{
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for (int i = 0; i < 4; i++) {
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if (!state->pos[i])
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state->pos[i] = nir_ssa_undef(b, 1, 32);
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}
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nir_ssa_def *rcp_wc = nir_frcp(b, state->pos[3]);
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if (state->pos_vpm_offset != -1) {
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for (int i = 0; i < 4; i++) {
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v3d_nir_store_output(b, state->pos_vpm_offset + i,
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state->pos[i]);
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}
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}
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for (int i = 0; i < 2; i++) {
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nir_ssa_def *pos;
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nir_ssa_def *scale;
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pos = state->pos[i];
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if (i == 0)
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scale = nir_load_viewport_x_scale(b);
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else
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scale = nir_load_viewport_y_scale(b);
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pos = nir_fmul(b, pos, scale);
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pos = nir_fmul(b, pos, rcp_wc);
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pos = nir_f2i32(b, nir_fround_even(b, pos));
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v3d_nir_store_output(b, state->vp_vpm_offset + i,
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pos);
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}
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if (state->zs_vpm_offset != -1) {
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nir_ssa_def *z = state->pos[2];
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z = nir_fmul(b, z, nir_load_viewport_z_scale(b));
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z = nir_fmul(b, z, rcp_wc);
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z = nir_fadd(b, z, nir_load_viewport_z_offset(b));
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v3d_nir_store_output(b, state->zs_vpm_offset, z);
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}
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if (state->rcp_wc_vpm_offset != -1)
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v3d_nir_store_output(b, state->rcp_wc_vpm_offset, rcp_wc);
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/* Store 0 to varyings requested by the FS but not stored in the VS.
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* This should be undefined behavior, but glsl-routing seems to rely
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* on it.
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*/
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for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
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if (!BITSET_TEST(state->varyings_stored, i)) {
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v3d_nir_store_output(b, state->varyings_vpm_offset + i,
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nir_imm_int(b, 0));
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}
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}
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}
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void
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v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
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{
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struct v3d_nir_lower_io_state state = { 0 };
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/* Set up the layout of the VPM outputs. */
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if (s->info.stage == MESA_SHADER_VERTEX)
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v3d_nir_setup_vpm_layout(c, &state);
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nir_foreach_function(function, s) {
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if (function->impl)
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v3d_nir_lower_io_impl(c, function->impl);
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if (function->impl) {
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nir_builder b;
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nir_builder_init(&b, function->impl);
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nir_foreach_block(block, function->impl) {
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nir_foreach_instr_safe(instr, block)
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v3d_nir_lower_io_instr(c, &b, instr,
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&state);
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}
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nir_block *last = nir_impl_last_block(function->impl);
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b.cursor = nir_after_block(last);
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if (s->info.stage == MESA_SHADER_VERTEX)
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v3d_nir_emit_ff_vpm_outputs(c, &b, &state);
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nir_metadata_preserve(function->impl,
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nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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if (s->info.stage == MESA_SHADER_VERTEX)
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v3d_nir_lower_io_update_output_var_base(c, &state);
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}
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