intel/nir: Extract add_const_offset_to_base

Pretty much every driver using nir_lower_io_to_temporaries followed by
nir_lower_io is going to want this. In particular, radv and radeonsi in
the next commits.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Connor Abbott
2019-05-14 12:10:11 +02:00
parent c45f5db527
commit 6b28808b22
3 changed files with 100 additions and 74 deletions

View File

@@ -3171,6 +3171,8 @@ bool nir_lower_io(nir_shader *shader,
int (*type_size)(const struct glsl_type *, bool),
nir_lower_io_options);
bool nir_io_add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode);
typedef enum {
/**
* An address format which is a simple 32-bit global GPU address.

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@@ -1307,3 +1307,78 @@ nir_build_addr_isub(nir_builder *b, nir_ssa_def *addr0, nir_ssa_def *addr1,
unreachable("Invalid address format");
}
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
intrin->intrinsic == nir_intrinsic_load_interpolated_input ||
intrin->intrinsic == nir_intrinsic_load_fs_input_interp_deltas;
}
static bool
is_output(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_output ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
intrin->intrinsic == nir_intrinsic_store_output ||
intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
}
/**
* This pass adds constant offsets to instr->const_index[0] for input/output
* intrinsics, and resets the offset source to 0. Non-constant offsets remain
* unchanged - since we don't know what part of a compound variable is
* accessed, we allocate storage for the entire thing. For drivers that use
* nir_lower_io_to_temporaries() before nir_lower_io(), this guarantees that
* the offset source will be 0, so that they don't have to add it in manually.
*/
static bool
add_const_offset_to_base_block(nir_block *block, nir_builder *b,
nir_variable_mode mode)
{
bool progress = false;
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if ((mode == nir_var_shader_in && is_input(intrin)) ||
(mode == nir_var_shader_out && is_output(intrin))) {
nir_src *offset = nir_get_io_offset_src(intrin);
if (nir_src_is_const(*offset)) {
intrin->const_index[0] += nir_src_as_uint(*offset);
b->cursor = nir_before_instr(&intrin->instr);
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(nir_imm_int(b, 0)));
progress = true;
}
}
}
return progress;
}
bool
nir_io_add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
{
bool progress = false;
nir_foreach_function(f, nir) {
if (f->impl) {
nir_builder b;
nir_builder_init(&b, f->impl);
nir_foreach_block(block, f->impl) {
progress |= add_const_offset_to_base_block(block, &b, mode);
}
}
}
return progress;
}

View File

@@ -28,75 +28,6 @@
#include "compiler/nir/nir_builder.h"
#include "util/u_math.h"
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
intrin->intrinsic == nir_intrinsic_load_interpolated_input ||
intrin->intrinsic == nir_intrinsic_load_fs_input_interp_deltas;
}
static bool
is_output(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_output ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
intrin->intrinsic == nir_intrinsic_store_output ||
intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
}
/**
* In many cases, we just add the base and offset together, so there's no
* reason to keep them separate. Sometimes, combining them is essential:
* if a shader only accesses part of a compound variable (such as a matrix
* or array), the variable's base may not actually exist in the VUE map.
*
* This pass adds constant offsets to instr->const_index[0], and resets
* the offset source to 0. Non-constant offsets remain unchanged - since
* we don't know what part of a compound variable is accessed, we allocate
* storage for the entire thing.
*/
static bool
add_const_offset_to_base_block(nir_block *block, nir_builder *b,
nir_variable_mode mode)
{
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
if ((mode == nir_var_shader_in && is_input(intrin)) ||
(mode == nir_var_shader_out && is_output(intrin))) {
nir_src *offset = nir_get_io_offset_src(intrin);
if (nir_src_is_const(*offset)) {
intrin->const_index[0] += nir_src_as_uint(*offset);
b->cursor = nir_before_instr(&intrin->instr);
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(nir_imm_int(b, 0)));
}
}
}
return true;
}
static void
add_const_offset_to_base(nir_shader *nir, nir_variable_mode mode)
{
nir_foreach_function(f, nir) {
if (f->impl) {
nir_builder b;
nir_builder_init(&b, f->impl);
nir_foreach_block(block, f->impl) {
add_const_offset_to_base_block(block, &b, mode);
}
}
}
}
static bool
remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
GLenum primitive_mode)
@@ -152,6 +83,24 @@ remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
return true;
}
static bool
is_input(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_input ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_input ||
intrin->intrinsic == nir_intrinsic_load_interpolated_input;
}
static bool
is_output(nir_intrinsic_instr *intrin)
{
return intrin->intrinsic == nir_intrinsic_load_output ||
intrin->intrinsic == nir_intrinsic_load_per_vertex_output ||
intrin->intrinsic == nir_intrinsic_store_output ||
intrin->intrinsic == nir_intrinsic_store_per_vertex_output;
}
static bool
remap_patch_urb_offsets(nir_block *block, nir_builder *b,
const struct brw_vue_map *vue_map,
@@ -227,7 +176,7 @@ brw_nir_lower_vs_inputs(nir_shader *nir,
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
brw_nir_apply_attribute_workarounds(nir, vs_attrib_wa_flags);
@@ -350,7 +299,7 @@ brw_nir_lower_vue_inputs(nir_shader *nir,
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
nir_foreach_function(function, nir) {
if (!function->impl)
@@ -401,7 +350,7 @@ brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
nir_foreach_function(function, nir) {
if (function->impl) {
@@ -458,7 +407,7 @@ brw_nir_lower_fs_inputs(nir_shader *nir,
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_in);
nir_io_add_const_offset_to_base(nir, nir_var_shader_in);
}
void
@@ -484,7 +433,7 @@ brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
/* This pass needs actual constants */
nir_opt_constant_folding(nir);
add_const_offset_to_base(nir, nir_var_shader_out);
nir_io_add_const_offset_to_base(nir, nir_var_shader_out);
nir_foreach_function(function, nir) {
if (function->impl) {