intel/nir: Stop using nir_lower_vars_to_scratch
Instead, we do a limited indirect deref lowering and then use nir_lower_vars_to_explicit_types and nir_lower_explicit_io to lower it as if it were SSBO or global memory access. Among other things, this should enable pointer arithmetic on local variables. Fun! The only shader-db change from this change on ICL was a few tiny cycle count changes in 7 Aztec Ruins compute shaders. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5909>
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@@ -472,6 +472,7 @@ static nir_variable_mode
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brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
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gl_shader_stage stage)
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{
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const struct gen_device_info *devinfo = compiler->devinfo;
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const bool is_scalar = compiler->scalar_stage[stage];
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nir_variable_mode indirect_mask = 0;
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@@ -494,7 +495,17 @@ brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
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if (is_scalar && stage != MESA_SHADER_TESS_CTRL)
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indirect_mask |= nir_var_shader_out;
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if (is_scalar)
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/* On HSW+, we allow indirects in scalar shaders. They get implemented
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* using nir_lower_vars_to_explicit_types and nir_lower_explicit_io in
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* brw_postprocess_nir.
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*
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* We haven't plumbed through the indirect scratch messages on gen6 or
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* earlier so doing indirects via scratch doesn't work there. On gen7 and
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* earlier the scratch space size is limited to 12kB. If we allowed
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* indirects as scratch all the time, we may easily exceed this limit
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* without having any fallback.
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*/
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if (is_scalar && devinfo->gen <= 7 && !devinfo->is_haswell)
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indirect_mask |= nir_var_function_temp;
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return indirect_mask;
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@@ -504,9 +515,16 @@ void
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brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
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bool is_scalar, bool allow_copies)
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{
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nir_variable_mode indirect_mask =
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nir_variable_mode loop_indirect_mask =
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brw_nir_no_indirect_mask(compiler, nir->info.stage);
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/* We can handle indirects via scratch messages. However, they are
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* expensive so we'd rather not if we can avoid it. Have loop unrolling
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* try to get rid of them.
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*/
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if (is_scalar)
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loop_indirect_mask |= nir_var_function_temp;
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bool progress;
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unsigned lower_flrp =
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(nir->options->lower_flrp16 ? 16 : 0) |
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@@ -602,7 +620,7 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
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OPT(nir_opt_if, false);
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OPT(nir_opt_conditional_discard);
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if (nir->options->max_unroll_iterations != 0) {
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OPT(nir_opt_loop_unroll, indirect_mask);
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OPT(nir_opt_loop_unroll, loop_indirect_mask);
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}
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OPT(nir_opt_remove_phis);
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OPT(nir_opt_undef);
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@@ -738,33 +756,26 @@ brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir,
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OPT(nir_lower_clip_cull_distance_arrays);
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if ((devinfo->gen >= 8 || devinfo->is_haswell) && is_scalar) {
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/* TODO: Yes, we could in theory do this on gen6 and earlier. However,
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* that would require plumbing through support for these indirect
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* scratch read/write messages with message registers and that's just a
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* pain. Also, the primary benefit of this is for compute shaders which
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* won't run on gen6 and earlier anyway.
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*
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* On gen7 and earlier the scratch space size is limited to 12kB.
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* By enabling this optimization we may easily exceed this limit without
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* having any fallback.
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*
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* The threshold of 128B was chosen semi-arbitrarily. The idea is that
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* 128B per channel on a SIMD8 program is 32 registers or 25% of the
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* register file. Any array that large is likely to cause pressure
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* issues. Also, this value is sufficiently high that the benchmarks
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* known to suffer from large temporary array issues are helped but
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* nothing else in shader-db is hurt except for maybe that one kerbal
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* space program shader.
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*/
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OPT(nir_lower_vars_to_scratch, nir_var_function_temp, 128,
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glsl_get_natural_size_align_bytes);
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}
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nir_variable_mode indirect_mask =
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brw_nir_no_indirect_mask(compiler, nir->info.stage);
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OPT(nir_lower_indirect_derefs, indirect_mask, UINT32_MAX);
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/* Even in cases where we can handle indirect temporaries via scratch, we
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* it can still be expensive. Lower indirects on small arrays to
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* conditional load/stores.
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*
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* The threshold of 16 was chosen semi-arbitrarily. The idea is that an
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* indirect on an array of 16 elements is about 30 instructions at which
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* point, you may be better off doing a send. With a SIMD8 program, 16
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* floats is 1/8 of the entire register file. Any array larger than that
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* is likely to cause pressure issues. Also, this value is sufficiently
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* high that the benchmarks known to suffer from large temporary array
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* issues are helped but nothing else in shader-db is hurt except for maybe
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* that one kerbal space program shader.
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*/
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if (is_scalar && !(indirect_mask & nir_var_function_temp))
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OPT(nir_lower_indirect_derefs, nir_var_function_temp, 16);
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/* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and
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* SSBOs, our back-end is capable of loading an entire vec4 at a time and
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* we would like to take advantage of that whenever possible regardless of
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@@ -917,6 +928,17 @@ brw_vectorize_lower_mem_access(nir_shader *nir,
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}
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}
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static bool
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nir_shader_has_local_variables(const nir_shader *nir)
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{
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nir_foreach_function(func, nir) {
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if (func->impl && !exec_list_is_empty(&func->impl->locals))
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return true;
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}
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return false;
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}
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/* Prepare the given shader for codegen
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*
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* This function is intended to be called right before going into the actual
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@@ -944,6 +966,14 @@ brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
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brw_nir_optimize(nir, compiler, is_scalar, false);
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if (is_scalar && nir_shader_has_local_variables(nir)) {
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OPT(nir_lower_vars_to_explicit_types, nir_var_function_temp,
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glsl_get_natural_size_align_bytes);
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OPT(nir_lower_explicit_io, nir_var_function_temp,
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nir_address_format_32bit_offset);
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brw_nir_optimize(nir, compiler, is_scalar, false);
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}
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brw_vectorize_lower_mem_access(nir, compiler, is_scalar);
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if (OPT(nir_lower_int64))
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