radeonsi: move si_build_main_function into si_shader_llvm.c

Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7939>
This commit is contained in:
Marek Olšák
2020-12-04 12:17:45 -05:00
committed by Marge Bot
parent 273be1686e
commit 8cd1522622
3 changed files with 229 additions and 227 deletions

View File

@@ -1296,9 +1296,9 @@ static void si_optimize_vs_outputs(struct si_shader_context *ctx)
&shader->info.nr_param_exports);
}
static bool si_vs_needs_prolog(const struct si_shader_selector *sel,
const struct si_vs_prolog_bits *prolog_key,
const struct si_shader_key *key, bool ngg_cull_shader)
bool si_vs_needs_prolog(const struct si_shader_selector *sel,
const struct si_vs_prolog_bits *prolog_key,
const struct si_shader_key *key, bool ngg_cull_shader)
{
/* VGPR initialization fixup for Vega10 and Raven is always done in the
* VS prolog. */
@@ -1307,220 +1307,6 @@ static bool si_vs_needs_prolog(const struct si_shader_selector *sel,
(ngg_cull_shader && key->opt.ngg_culling & SI_NGG_CULL_GS_FAST_LAUNCH_ALL);
}
static bool si_build_main_function(struct si_shader_context *ctx, struct si_shader *shader,
struct nir_shader *nir, bool free_nir, bool ngg_cull_shader)
{
struct si_shader_selector *sel = shader->selector;
const struct si_shader_info *info = &sel->info;
ctx->shader = shader;
ctx->stage = sel->info.stage;
ctx->num_const_buffers = info->base.num_ubos;
ctx->num_shader_buffers = info->base.num_ssbos;
ctx->num_samplers = util_last_bit(info->base.textures_used);
ctx->num_images = info->base.num_images;
si_llvm_init_resource_callbacks(ctx);
switch (ctx->stage) {
case MESA_SHADER_VERTEX:
si_llvm_init_vs_callbacks(ctx, ngg_cull_shader);
break;
case MESA_SHADER_TESS_CTRL:
si_llvm_init_tcs_callbacks(ctx);
break;
case MESA_SHADER_TESS_EVAL:
si_llvm_init_tes_callbacks(ctx, ngg_cull_shader);
break;
case MESA_SHADER_GEOMETRY:
si_llvm_init_gs_callbacks(ctx);
break;
case MESA_SHADER_FRAGMENT:
si_llvm_init_ps_callbacks(ctx);
break;
case MESA_SHADER_COMPUTE:
ctx->abi.load_local_group_size = si_llvm_get_block_size;
break;
default:
assert(!"Unsupported shader type");
return false;
}
si_llvm_create_main_func(ctx, ngg_cull_shader);
if (ctx->shader->key.as_es || ctx->stage == MESA_SHADER_GEOMETRY)
si_preload_esgs_ring(ctx);
if (ctx->stage == MESA_SHADER_GEOMETRY)
si_preload_gs_rings(ctx);
else if (ctx->stage == MESA_SHADER_TESS_EVAL)
si_llvm_preload_tes_rings(ctx);
if (ctx->stage == MESA_SHADER_TESS_CTRL && sel->info.tessfactors_are_def_in_all_invocs) {
for (unsigned i = 0; i < 6; i++) {
ctx->invoc0_tess_factors[i] = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, "");
}
}
if (ctx->stage == MESA_SHADER_GEOMETRY) {
for (unsigned i = 0; i < 4; i++) {
ctx->gs_next_vertex[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
}
if (shader->key.as_ngg) {
for (unsigned i = 0; i < 4; ++i) {
ctx->gs_curprim_verts[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
ctx->gs_generated_prims[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
}
assert(!ctx->gs_ngg_scratch);
LLVMTypeRef ai32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader));
ctx->gs_ngg_scratch =
LLVMAddGlobalInAddressSpace(ctx->ac.module, ai32, "ngg_scratch", AC_ADDR_SPACE_LDS);
LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(ai32));
LLVMSetAlignment(ctx->gs_ngg_scratch, 4);
ctx->gs_ngg_emit = LLVMAddGlobalInAddressSpace(
ctx->ac.module, LLVMArrayType(ctx->ac.i32, 0), "ngg_emit", AC_ADDR_SPACE_LDS);
LLVMSetLinkage(ctx->gs_ngg_emit, LLVMExternalLinkage);
LLVMSetAlignment(ctx->gs_ngg_emit, 4);
}
}
if (ctx->stage != MESA_SHADER_GEOMETRY && (shader->key.as_ngg && !shader->key.as_es)) {
/* Unconditionally declare scratch space base for streamout and
* vertex compaction. Whether space is actually allocated is
* determined during linking / PM4 creation.
*
* Add an extra dword per vertex to ensure an odd stride, which
* avoids bank conflicts for SoA accesses.
*/
if (!gfx10_is_ngg_passthrough(shader))
si_llvm_declare_esgs_ring(ctx);
/* This is really only needed when streamout and / or vertex
* compaction is enabled.
*/
if (!ctx->gs_ngg_scratch && (sel->so.num_outputs || shader->key.opt.ngg_culling)) {
LLVMTypeRef asi32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader));
ctx->gs_ngg_scratch =
LLVMAddGlobalInAddressSpace(ctx->ac.module, asi32, "ngg_scratch", AC_ADDR_SPACE_LDS);
LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(asi32));
LLVMSetAlignment(ctx->gs_ngg_scratch, 4);
}
}
/* For GFX9 merged shaders:
* - Set EXEC for the first shader. If the prolog is present, set
* EXEC there instead.
* - Add a barrier before the second shader.
* - In the second shader, reset EXEC to ~0 and wrap the main part in
* an if-statement. This is required for correctness in geometry
* shaders, to ensure that empty GS waves do not send GS_EMIT and
* GS_CUT messages.
*
* For monolithic merged shaders, the first shader is wrapped in an
* if-block together with its prolog in si_build_wrapper_function.
*
* NGG vertex and tess eval shaders running as the last
* vertex/geometry stage handle execution explicitly using
* if-statements.
*/
if (ctx->screen->info.chip_class >= GFX9) {
if (!shader->is_monolithic && (shader->key.as_es || shader->key.as_ls) &&
(ctx->stage == MESA_SHADER_TESS_EVAL ||
(ctx->stage == MESA_SHADER_VERTEX &&
!si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, ngg_cull_shader)))) {
si_init_exec_from_input(ctx, ctx->merged_wave_info, 0);
} else if (ctx->stage == MESA_SHADER_TESS_CTRL || ctx->stage == MESA_SHADER_GEOMETRY ||
(shader->key.as_ngg && !shader->key.as_es)) {
LLVMValueRef thread_enabled = NULL;
bool nested_barrier;
if (!shader->is_monolithic || (ctx->stage == MESA_SHADER_TESS_EVAL && shader->key.as_ngg &&
!shader->key.as_es && !shader->key.opt.ngg_culling))
ac_init_exec_full_mask(&ctx->ac);
if ((ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL) &&
shader->key.as_ngg && !shader->key.as_es && !shader->key.opt.ngg_culling) {
gfx10_ngg_build_sendmsg_gs_alloc_req(ctx);
/* Build the primitive export at the beginning
* of the shader if possible.
*/
if (gfx10_ngg_export_prim_early(shader))
gfx10_ngg_build_export_prim(ctx, NULL, NULL);
}
if (ctx->stage == MESA_SHADER_TESS_CTRL) {
/* We need the barrier only if TCS inputs are read from LDS. */
nested_barrier =
!shader->key.opt.same_patch_vertices ||
shader->selector->info.base.inputs_read &
~shader->selector->tcs_vgpr_only_inputs;
/* The wrapper inserts the conditional for monolithic shaders,
* and if this is a monolithic shader, we are already inside
* the conditional, so don't insert it.
*/
if (!shader->is_monolithic)
thread_enabled = si_is_gs_thread(ctx); /* 2nd shader thread really */
} else if (ctx->stage == MESA_SHADER_GEOMETRY) {
if (shader->key.as_ngg) {
gfx10_ngg_gs_emit_prologue(ctx);
nested_barrier = false;
} else {
nested_barrier = true;
}
thread_enabled = si_is_gs_thread(ctx);
} else {
thread_enabled = si_is_es_thread(ctx);
nested_barrier = false;
}
if (thread_enabled) {
ctx->merged_wrap_if_entry_block = LLVMGetInsertBlock(ctx->ac.builder);
ctx->merged_wrap_if_label = 11500;
ac_build_ifcc(&ctx->ac, thread_enabled, ctx->merged_wrap_if_label);
}
if (nested_barrier) {
/* Execute a barrier before the second shader in
* a merged shader.
*
* Execute the barrier inside the conditional block,
* so that empty waves can jump directly to s_endpgm,
* which will also signal the barrier.
*
* This is possible in gfx9, because an empty wave
* for the second shader does not participate in
* the epilogue. With NGG, empty waves may still
* be required to export data (e.g. GS output vertices),
* so we cannot let them exit early.
*
* If the shader is TCS and the TCS epilog is present
* and contains a barrier, it will wait there and then
* reach s_endpgm.
*/
si_llvm_emit_barrier(ctx);
}
}
}
bool success = si_nir_build_llvm(ctx, nir);
if (free_nir)
ralloc_free(nir);
if (!success) {
fprintf(stderr, "Failed to translate shader from NIR to LLVM\n");
return false;
}
si_llvm_build_ret(ctx, ctx->return_value);
return true;
}
/**
* Compute the VS prolog key, which contains all the information needed to
* build the VS prolog function, and set shader->info bits where needed.
@@ -1682,7 +1468,7 @@ static bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_com
LLVMValueRef ngg_cull_main_fn = NULL;
if (shader->key.opt.ngg_culling) {
if (!si_build_main_function(&ctx, shader, nir, false, true)) {
if (!si_llvm_translate_nir(&ctx, shader, nir, false, true)) {
si_llvm_dispose(&ctx);
return false;
}
@@ -1690,7 +1476,7 @@ static bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_com
ctx.main_fn = NULL;
}
if (!si_build_main_function(&ctx, shader, nir, free_nir, false)) {
if (!si_llvm_translate_nir(&ctx, shader, nir, free_nir, false)) {
si_llvm_dispose(&ctx);
return false;
}
@@ -1763,7 +1549,7 @@ static bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_com
shader_ls.key.opt = shader->key.opt;
shader_ls.is_monolithic = true;
if (!si_build_main_function(&ctx, &shader_ls, nir, free_nir, false)) {
if (!si_llvm_translate_nir(&ctx, &shader_ls, nir, free_nir, false)) {
si_llvm_dispose(&ctx);
return false;
}
@@ -1827,7 +1613,7 @@ static bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_com
shader_es.key.opt = shader->key.opt;
shader_es.is_monolithic = true;
if (!si_build_main_function(&ctx, &shader_es, nir, free_nir, false)) {
if (!si_llvm_translate_nir(&ctx, &shader_es, nir, free_nir, false)) {
si_llvm_dispose(&ctx);
return false;
}

View File

@@ -202,6 +202,9 @@ void si_add_arg_checked(struct ac_shader_args *args, enum ac_arg_regfile file, u
enum ac_arg_type type, struct ac_arg *arg, unsigned idx);
void si_init_shader_args(struct si_shader_context *ctx, bool ngg_cull_shader);
unsigned si_get_max_workgroup_size(const struct si_shader *shader);
bool si_vs_needs_prolog(const struct si_shader_selector *sel,
const struct si_vs_prolog_bits *prolog_key,
const struct si_shader_key *key, bool ngg_cull_shader);
bool si_need_ps_prolog(const union si_shader_part_key *key);
void si_get_ps_prolog_key(struct si_shader *shader, union si_shader_part_key *key,
bool separate_prolog);
@@ -251,12 +254,11 @@ void si_init_exec_from_input(struct si_shader_context *ctx, struct ac_arg param,
LLVMValueRef si_unpack_param(struct si_shader_context *ctx, struct ac_arg param, unsigned rshift,
unsigned bitwidth);
LLVMValueRef si_get_primitive_id(struct si_shader_context *ctx, unsigned swizzle);
LLVMValueRef si_llvm_get_block_size(struct ac_shader_abi *abi);
void si_llvm_declare_compute_memory(struct si_shader_context *ctx);
bool si_nir_build_llvm(struct si_shader_context *ctx, struct nir_shader *nir);
void si_build_wrapper_function(struct si_shader_context *ctx, LLVMValueRef *parts,
unsigned num_parts, unsigned main_part,
unsigned next_shader_first_part, bool same_thread_count);
bool si_llvm_translate_nir(struct si_shader_context *ctx, struct si_shader *shader,
struct nir_shader *nir, bool free_nir, bool ngg_cull_shader);
/* si_shader_llvm_gs.c */
LLVMValueRef si_is_es_thread(struct si_shader_context *ctx);

View File

@@ -406,7 +406,7 @@ LLVMValueRef si_get_primitive_id(struct si_shader_context *ctx, unsigned swizzle
}
}
LLVMValueRef si_llvm_get_block_size(struct ac_shader_abi *abi)
static LLVMValueRef si_llvm_get_block_size(struct ac_shader_abi *abi)
{
struct si_shader_context *ctx = si_shader_context_from_abi(abi);
@@ -414,7 +414,7 @@ LLVMValueRef si_llvm_get_block_size(struct ac_shader_abi *abi)
return ac_get_arg(&ctx->ac, ctx->block_size);
}
void si_llvm_declare_compute_memory(struct si_shader_context *ctx)
static void si_llvm_declare_compute_memory(struct si_shader_context *ctx)
{
struct si_shader_selector *sel = ctx->shader->selector;
unsigned lds_size = sel->info.base.cs.shared_size;
@@ -431,7 +431,7 @@ void si_llvm_declare_compute_memory(struct si_shader_context *ctx)
ctx->ac.lds = LLVMBuildBitCast(ctx->ac.builder, var, i8p, "");
}
bool si_nir_build_llvm(struct si_shader_context *ctx, struct nir_shader *nir)
static bool si_nir_build_llvm(struct si_shader_context *ctx, struct nir_shader *nir)
{
if (nir->info.stage == MESA_SHADER_VERTEX) {
si_llvm_load_vs_inputs(ctx, nir);
@@ -804,3 +804,217 @@ void si_build_wrapper_function(struct si_shader_context *ctx, LLVMValueRef *part
else
LLVMBuildRet(builder, ret);
}
bool si_llvm_translate_nir(struct si_shader_context *ctx, struct si_shader *shader,
struct nir_shader *nir, bool free_nir, bool ngg_cull_shader)
{
struct si_shader_selector *sel = shader->selector;
const struct si_shader_info *info = &sel->info;
ctx->shader = shader;
ctx->stage = sel->info.stage;
ctx->num_const_buffers = info->base.num_ubos;
ctx->num_shader_buffers = info->base.num_ssbos;
ctx->num_samplers = util_last_bit(info->base.textures_used);
ctx->num_images = info->base.num_images;
si_llvm_init_resource_callbacks(ctx);
switch (ctx->stage) {
case MESA_SHADER_VERTEX:
si_llvm_init_vs_callbacks(ctx, ngg_cull_shader);
break;
case MESA_SHADER_TESS_CTRL:
si_llvm_init_tcs_callbacks(ctx);
break;
case MESA_SHADER_TESS_EVAL:
si_llvm_init_tes_callbacks(ctx, ngg_cull_shader);
break;
case MESA_SHADER_GEOMETRY:
si_llvm_init_gs_callbacks(ctx);
break;
case MESA_SHADER_FRAGMENT:
si_llvm_init_ps_callbacks(ctx);
break;
case MESA_SHADER_COMPUTE:
ctx->abi.load_local_group_size = si_llvm_get_block_size;
break;
default:
assert(!"Unsupported shader type");
return false;
}
si_llvm_create_main_func(ctx, ngg_cull_shader);
if (ctx->shader->key.as_es || ctx->stage == MESA_SHADER_GEOMETRY)
si_preload_esgs_ring(ctx);
if (ctx->stage == MESA_SHADER_GEOMETRY)
si_preload_gs_rings(ctx);
else if (ctx->stage == MESA_SHADER_TESS_EVAL)
si_llvm_preload_tes_rings(ctx);
if (ctx->stage == MESA_SHADER_TESS_CTRL && sel->info.tessfactors_are_def_in_all_invocs) {
for (unsigned i = 0; i < 6; i++) {
ctx->invoc0_tess_factors[i] = ac_build_alloca_undef(&ctx->ac, ctx->ac.i32, "");
}
}
if (ctx->stage == MESA_SHADER_GEOMETRY) {
for (unsigned i = 0; i < 4; i++) {
ctx->gs_next_vertex[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
}
if (shader->key.as_ngg) {
for (unsigned i = 0; i < 4; ++i) {
ctx->gs_curprim_verts[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
ctx->gs_generated_prims[i] = ac_build_alloca(&ctx->ac, ctx->ac.i32, "");
}
assert(!ctx->gs_ngg_scratch);
LLVMTypeRef ai32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader));
ctx->gs_ngg_scratch =
LLVMAddGlobalInAddressSpace(ctx->ac.module, ai32, "ngg_scratch", AC_ADDR_SPACE_LDS);
LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(ai32));
LLVMSetAlignment(ctx->gs_ngg_scratch, 4);
ctx->gs_ngg_emit = LLVMAddGlobalInAddressSpace(
ctx->ac.module, LLVMArrayType(ctx->ac.i32, 0), "ngg_emit", AC_ADDR_SPACE_LDS);
LLVMSetLinkage(ctx->gs_ngg_emit, LLVMExternalLinkage);
LLVMSetAlignment(ctx->gs_ngg_emit, 4);
}
}
if (ctx->stage != MESA_SHADER_GEOMETRY && (shader->key.as_ngg && !shader->key.as_es)) {
/* Unconditionally declare scratch space base for streamout and
* vertex compaction. Whether space is actually allocated is
* determined during linking / PM4 creation.
*
* Add an extra dword per vertex to ensure an odd stride, which
* avoids bank conflicts for SoA accesses.
*/
if (!gfx10_is_ngg_passthrough(shader))
si_llvm_declare_esgs_ring(ctx);
/* This is really only needed when streamout and / or vertex
* compaction is enabled.
*/
if (!ctx->gs_ngg_scratch && (sel->so.num_outputs || shader->key.opt.ngg_culling)) {
LLVMTypeRef asi32 = LLVMArrayType(ctx->ac.i32, gfx10_ngg_get_scratch_dw_size(shader));
ctx->gs_ngg_scratch =
LLVMAddGlobalInAddressSpace(ctx->ac.module, asi32, "ngg_scratch", AC_ADDR_SPACE_LDS);
LLVMSetInitializer(ctx->gs_ngg_scratch, LLVMGetUndef(asi32));
LLVMSetAlignment(ctx->gs_ngg_scratch, 4);
}
}
/* For GFX9 merged shaders:
* - Set EXEC for the first shader. If the prolog is present, set
* EXEC there instead.
* - Add a barrier before the second shader.
* - In the second shader, reset EXEC to ~0 and wrap the main part in
* an if-statement. This is required for correctness in geometry
* shaders, to ensure that empty GS waves do not send GS_EMIT and
* GS_CUT messages.
*
* For monolithic merged shaders, the first shader is wrapped in an
* if-block together with its prolog in si_build_wrapper_function.
*
* NGG vertex and tess eval shaders running as the last
* vertex/geometry stage handle execution explicitly using
* if-statements.
*/
if (ctx->screen->info.chip_class >= GFX9) {
if (!shader->is_monolithic && (shader->key.as_es || shader->key.as_ls) &&
(ctx->stage == MESA_SHADER_TESS_EVAL ||
(ctx->stage == MESA_SHADER_VERTEX &&
!si_vs_needs_prolog(sel, &shader->key.part.vs.prolog, &shader->key, ngg_cull_shader)))) {
si_init_exec_from_input(ctx, ctx->merged_wave_info, 0);
} else if (ctx->stage == MESA_SHADER_TESS_CTRL || ctx->stage == MESA_SHADER_GEOMETRY ||
(shader->key.as_ngg && !shader->key.as_es)) {
LLVMValueRef thread_enabled = NULL;
bool nested_barrier;
if (!shader->is_monolithic || (ctx->stage == MESA_SHADER_TESS_EVAL && shader->key.as_ngg &&
!shader->key.as_es && !shader->key.opt.ngg_culling))
ac_init_exec_full_mask(&ctx->ac);
if ((ctx->stage == MESA_SHADER_VERTEX || ctx->stage == MESA_SHADER_TESS_EVAL) &&
shader->key.as_ngg && !shader->key.as_es && !shader->key.opt.ngg_culling) {
gfx10_ngg_build_sendmsg_gs_alloc_req(ctx);
/* Build the primitive export at the beginning
* of the shader if possible.
*/
if (gfx10_ngg_export_prim_early(shader))
gfx10_ngg_build_export_prim(ctx, NULL, NULL);
}
if (ctx->stage == MESA_SHADER_TESS_CTRL) {
/* We need the barrier only if TCS inputs are read from LDS. */
nested_barrier =
!shader->key.opt.same_patch_vertices ||
shader->selector->info.base.inputs_read &
~shader->selector->tcs_vgpr_only_inputs;
/* The wrapper inserts the conditional for monolithic shaders,
* and if this is a monolithic shader, we are already inside
* the conditional, so don't insert it.
*/
if (!shader->is_monolithic)
thread_enabled = si_is_gs_thread(ctx); /* 2nd shader thread really */
} else if (ctx->stage == MESA_SHADER_GEOMETRY) {
if (shader->key.as_ngg) {
gfx10_ngg_gs_emit_prologue(ctx);
nested_barrier = false;
} else {
nested_barrier = true;
}
thread_enabled = si_is_gs_thread(ctx);
} else {
thread_enabled = si_is_es_thread(ctx);
nested_barrier = false;
}
if (thread_enabled) {
ctx->merged_wrap_if_entry_block = LLVMGetInsertBlock(ctx->ac.builder);
ctx->merged_wrap_if_label = 11500;
ac_build_ifcc(&ctx->ac, thread_enabled, ctx->merged_wrap_if_label);
}
if (nested_barrier) {
/* Execute a barrier before the second shader in
* a merged shader.
*
* Execute the barrier inside the conditional block,
* so that empty waves can jump directly to s_endpgm,
* which will also signal the barrier.
*
* This is possible in gfx9, because an empty wave
* for the second shader does not participate in
* the epilogue. With NGG, empty waves may still
* be required to export data (e.g. GS output vertices),
* so we cannot let them exit early.
*
* If the shader is TCS and the TCS epilog is present
* and contains a barrier, it will wait there and then
* reach s_endpgm.
*/
si_llvm_emit_barrier(ctx);
}
}
}
bool success = si_nir_build_llvm(ctx, nir);
if (free_nir)
ralloc_free(nir);
if (!success) {
fprintf(stderr, "Failed to translate shader from NIR to LLVM\n");
return false;
}
si_llvm_build_ret(ctx, ctx->return_value);
return true;
}