radv,aco: remap PS inputs when declaring shader arguments

LLVM seems to require all inputs for PS.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13192>
This commit is contained in:
Samuel Pitoiset
2021-10-05 09:12:54 +02:00
parent da50534ada
commit 64030e79c5
4 changed files with 52 additions and 46 deletions

View File

@@ -363,6 +363,52 @@ declare_tes_input_vgprs(struct radv_shader_args *args)
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.tes_patch_id);
}
static void
declare_ps_input_vgprs(struct radv_shader_args *args)
{
unsigned spi_ps_input = args->shader_info->ps.spi_ps_input;
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_sample);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_center);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_centroid);
ac_add_arg(&args->ac, AC_ARG_VGPR, 3, AC_ARG_INT, &args->ac.pull_model);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_sample);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_center);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_centroid);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, NULL); /* line stipple tex */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[0]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[1]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[2]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[3]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.front_face);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.ancillary);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.sample_coverage);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* fixed pt */
if (args->options->remap_spi_ps_input) {
/* LLVM optimizes away unused FS inputs and computes spi_ps_input_addr itself and then
* communicates the results back via the ELF binary. Mirror what LLVM does by re-mapping the
* VGPR arguments here.
*/
unsigned arg_count = 0;
for (unsigned i = 0, vgpr_arg = 0, vgpr_reg = 0; i < args->ac.arg_count; i++) {
if (args->ac.args[i].file != AC_ARG_VGPR) {
arg_count++;
continue;
}
if (!(spi_ps_input & (1 << vgpr_arg))) {
args->ac.args[i].skip = true;
} else {
args->ac.args[i].offset = vgpr_reg;
vgpr_reg += args->ac.args[i].size;
arg_count++;
}
vgpr_arg++;
}
}
}
static void
declare_ngg_sgprs(struct radv_shader_args *args, bool has_api_gs)
{
@@ -654,22 +700,8 @@ radv_declare_shader_args(struct radv_shader_args *args, gl_shader_stage stage,
if (args->options->explicit_scratch_args) {
ac_add_arg(&args->ac, AC_ARG_SGPR, 1, AC_ARG_INT, &args->ac.scratch_offset);
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_sample);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_center);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.persp_centroid);
ac_add_arg(&args->ac, AC_ARG_VGPR, 3, AC_ARG_INT, &args->ac.pull_model);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_sample);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_center);
ac_add_arg(&args->ac, AC_ARG_VGPR, 2, AC_ARG_INT, &args->ac.linear_centroid);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, NULL); /* line stipple tex */
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[0]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[1]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[2]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_FLOAT, &args->ac.frag_pos[3]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.front_face);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.ancillary);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.sample_coverage);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, NULL); /* fixed pt */
declare_ps_input_vgprs(args);
break;
default:
unreachable("Shader stage not implemented");