radv: Determine tcs_in_out_eq in radv_pipeline instead of the compiler.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Rhys Perry <pendingchaos02@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9201>
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@@ -443,28 +443,8 @@ void setup_gs_variables(isel_context *ctx, nir_shader *nir)
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void
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setup_tcs_info(isel_context *ctx, nir_shader *nir, nir_shader *vs)
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{
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/* When the number of TCS input and output vertices are the same (typically 3):
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* - There is an equal amount of LS and HS invocations
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* - In case of merged LSHS shaders, the LS and HS halves of the shader
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* always process the exact same vertex. We can use this knowledge to optimize them.
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*
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* We don't set tcs_in_out_eq if the float controls differ because that might
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* involve different float modes for the same block and our optimizer
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* doesn't handle a instruction dominating another with a different mode.
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*/
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ctx->tcs_in_out_eq =
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ctx->stage == vertex_tess_control_hs &&
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ctx->args->options->key.tcs.input_vertices == nir->info.tess.tcs_vertices_out &&
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vs->info.float_controls_execution_mode == nir->info.float_controls_execution_mode;
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if (ctx->tcs_in_out_eq) {
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ctx->tcs_temp_only_inputs = ~nir->info.tess.tcs_cross_invocation_inputs_read &
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~nir->info.inputs_read_indirectly &
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~vs->info.outputs_accessed_indirectly &
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nir->info.inputs_read &
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vs->info.outputs_written;
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}
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ctx->tcs_in_out_eq = ctx->args->shader_info->vs.tcs_in_out_eq;
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ctx->tcs_temp_only_inputs = ctx->args->shader_info->vs.tcs_temp_only_input_mask;
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ctx->tcs_num_inputs = ctx->program->info->tcs.num_linked_inputs;
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ctx->tcs_num_outputs = ctx->program->info->tcs.num_linked_outputs;
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ctx->tcs_num_patch_outputs = ctx->program->info->tcs.num_linked_patch_outputs;
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@@ -3351,7 +3351,35 @@ VkResult radv_create_shaders(struct radv_pipeline *pipeline,
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}
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NIR_PASS_V(nir[i], nir_lower_memory_model);
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if (i == MESA_SHADER_TESS_CTRL) {
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if (i == MESA_SHADER_VERTEX) {
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if (nir[MESA_SHADER_TESS_CTRL] && !radv_use_llvm_for_stage(device, i)) {
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/* When the number of TCS input and output vertices are the same (typically 3):
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* - There is an equal amount of LS and HS invocations
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* - In case of merged LSHS shaders, the LS and HS halves of the shader
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* always process the exact same vertex. We can use this knowledge to optimize them.
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*
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* We don't set tcs_in_out_eq if the float controls differ because that might
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* involve different float modes for the same block and our optimizer
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* doesn't handle a instruction dominating another with a different mode.
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*/
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infos[i].vs.tcs_in_out_eq =
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device->physical_device->rad_info.chip_class >= GFX9 &&
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pipeline_key->tess_input_vertices == nir[MESA_SHADER_TESS_CTRL]->info.tess.tcs_vertices_out &&
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nir[MESA_SHADER_VERTEX]->info.float_controls_execution_mode == nir[MESA_SHADER_TESS_CTRL]->info.float_controls_execution_mode;
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if (infos[i].vs.tcs_in_out_eq)
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infos[i].vs.tcs_temp_only_input_mask =
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nir[MESA_SHADER_TESS_CTRL]->info.inputs_read &
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nir[MESA_SHADER_VERTEX]->info.outputs_written &
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~nir[MESA_SHADER_TESS_CTRL]->info.tess.tcs_cross_invocation_inputs_read &
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~nir[MESA_SHADER_TESS_CTRL]->info.inputs_read_indirectly &
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~nir[MESA_SHADER_VERTEX]->info.outputs_accessed_indirectly;
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/* Copy data to TCS so it can be accessed by the backend if they are merged. */
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infos[MESA_SHADER_TESS_CTRL].vs.tcs_in_out_eq = infos[i].vs.tcs_in_out_eq;
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infos[MESA_SHADER_TESS_CTRL].vs.tcs_temp_only_input_mask = infos[i].vs.tcs_temp_only_input_mask;
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}
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} else if (i == MESA_SHADER_TESS_CTRL) {
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/* Copy correct primitive mode from TES info. */
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nir[i]->info.tess.primitive_mode = nir[MESA_SHADER_TESS_EVAL]->info.tess.primitive_mode;
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@@ -270,6 +270,8 @@ struct radv_shader_info {
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bool as_es;
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bool as_ls;
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bool export_prim_id;
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bool tcs_in_out_eq;
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uint64_t tcs_temp_only_input_mask;
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uint8_t num_linked_outputs;
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} vs;
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struct {
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