radeonsi/gfx10: export primitives at the beginning of VS/TES

This decreases VGPR usage and will allow us to merge some IF blocks
in shaders.

Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
This commit is contained in:
Marek Olšák
2020-01-03 16:59:20 -05:00
parent 5a0fcf11f0
commit a966729c84
3 changed files with 66 additions and 26 deletions

View File

@@ -123,6 +123,16 @@ static LLVMValueRef ngg_get_vertices_per_prim(struct si_shader_context *ctx,
}
}
bool gfx10_ngg_export_prim_early(struct si_shader *shader)
{
struct si_shader_selector *sel = shader->selector;
assert(shader->key.as_ngg && !shader->key.as_es);
return sel->type != PIPE_SHADER_GEOMETRY &&
!sel->info.writes_edgeflag;
}
void gfx10_ngg_build_sendmsg_gs_alloc_req(struct si_shader_context *ctx)
{
ac_build_sendmsg_gs_alloc_req(&ctx->ac, get_wave_id_in_tg(ctx),
@@ -130,6 +140,49 @@ void gfx10_ngg_build_sendmsg_gs_alloc_req(struct si_shader_context *ctx)
ngg_get_prim_cnt(ctx));
}
void gfx10_ngg_build_export_prim(struct si_shader_context *ctx,
LLVMValueRef user_edgeflags[3])
{
if (gfx10_is_ngg_passthrough(ctx->shader)) {
ac_build_ifcc(&ctx->ac, si_is_gs_thread(ctx), 6001);
{
struct ac_ngg_prim prim = {};
prim.passthrough = ac_get_arg(&ctx->ac, ctx->gs_vtx01_offset);
ac_build_export_prim(&ctx->ac, &prim);
}
ac_build_endif(&ctx->ac, 6001);
return;
}
ac_build_ifcc(&ctx->ac, si_is_gs_thread(ctx), 6001);
{
struct ac_ngg_prim prim = {};
ngg_get_vertices_per_prim(ctx, &prim.num_vertices);
prim.isnull = ctx->ac.i1false;
prim.index[0] = si_unpack_param(ctx, ctx->gs_vtx01_offset, 0, 16);
prim.index[1] = si_unpack_param(ctx, ctx->gs_vtx01_offset, 16, 16);
prim.index[2] = si_unpack_param(ctx, ctx->gs_vtx23_offset, 0, 16);
for (unsigned i = 0; i < prim.num_vertices; ++i) {
prim.edgeflag[i] = ngg_get_initial_edgeflag(ctx, i);
if (ctx->shader->selector->info.writes_edgeflag) {
LLVMValueRef edge;
edge = LLVMBuildLoad(ctx->ac.builder, user_edgeflags[i], "");
edge = LLVMBuildAnd(ctx->ac.builder, prim.edgeflag[i], edge, "");
prim.edgeflag[i] = edge;
}
}
ac_build_export_prim(&ctx->ac, &prim);
}
ac_build_endif(&ctx->ac, 6001);
}
static void build_streamout_vertex(struct si_shader_context *ctx,
LLVMValueRef *so_buffer, LLVMValueRef *wg_offset_dw,
unsigned stream, LLVMValueRef offset_vtx,
@@ -689,31 +742,8 @@ void gfx10_emit_ngg_epilogue(struct ac_shader_abi *abi,
}
/* Build the primitive export. */
ac_build_ifcc(&ctx->ac, is_gs_thread, 6001);
{
struct ac_ngg_prim prim = {};
if (gfx10_is_ngg_passthrough(ctx->shader)) {
prim.passthrough = ac_get_arg(&ctx->ac, ctx->gs_vtx01_offset);
} else {
prim.num_vertices = num_vertices;
prim.isnull = ctx->ac.i1false;
memcpy(prim.index, vtxindex, sizeof(vtxindex[0]) * 3);
for (unsigned i = 0; i < num_vertices; ++i) {
prim.edgeflag[i] = ngg_get_initial_edgeflag(ctx, i);
if (sel->info.writes_edgeflag) {
tmp2 = LLVMBuildLoad(builder, user_edgeflags[i], "");
prim.edgeflag[i] = LLVMBuildAnd(builder, prim.edgeflag[i],
tmp2, "");
}
}
}
ac_build_export_prim(&ctx->ac, &prim);
}
ac_build_endif(&ctx->ac, 6001);
if (!gfx10_ngg_export_prim_early(ctx->shader))
gfx10_ngg_build_export_prim(ctx, user_edgeflags);
/* Export per-vertex data (positions and parameters). */
ac_build_ifcc(&ctx->ac, is_es_thread, 6002);

View File

@@ -2423,9 +2423,16 @@ static bool si_build_main_function(struct si_shader_context *ctx,
if ((ctx->type == PIPE_SHADER_VERTEX ||
ctx->type == PIPE_SHADER_TESS_EVAL) &&
shader->key.as_ngg && !shader->key.as_es)
shader->key.as_ngg && !shader->key.as_es) {
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);
}
if (ctx->type == PIPE_SHADER_TESS_CTRL ||
ctx->type == PIPE_SHADER_GEOMETRY) {
if (ctx->type == PIPE_SHADER_GEOMETRY && shader->key.as_ngg) {

View File

@@ -299,7 +299,10 @@ void si_llvm_emit_streamout(struct si_shader_context *ctx,
unsigned noutput, unsigned stream);
void si_create_function(struct si_shader_context *ctx);
bool gfx10_ngg_export_prim_early(struct si_shader *shader);
void gfx10_ngg_build_sendmsg_gs_alloc_req(struct si_shader_context *ctx);
void gfx10_ngg_build_export_prim(struct si_shader_context *ctx,
LLVMValueRef user_edgeflags[3]);
void gfx10_emit_ngg_epilogue(struct ac_shader_abi *abi,
unsigned max_outputs,
LLVMValueRef *addrs);