radv: rework how the number of VGPRs is computed

Just a cleanup, it shouldn't change anything.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset
2019-06-26 15:11:03 +02:00
parent e3baa54195
commit d8b079e4c7
3 changed files with 31 additions and 26 deletions

View File

@@ -2191,14 +2191,6 @@ handle_vs_input_decl(struct radv_shader_context *ctx,
buffer_index = LLVMBuildUDiv(ctx->ac.builder, buffer_index,
LLVMConstInt(ctx->ac.i32, divisor, 0), "");
}
if (ctx->options->key.vs.as_ls) {
ctx->shader_info->vs.vgpr_comp_cnt =
MAX2(2, ctx->shader_info->vs.vgpr_comp_cnt);
} else {
ctx->shader_info->vs.vgpr_comp_cnt =
MAX2(1, ctx->shader_info->vs.vgpr_comp_cnt);
}
} else {
buffer_index = ctx->ac.i32_0;
}
@@ -3047,8 +3039,6 @@ handle_vs_outputs_post(struct radv_shader_context *ctx,
LLVMValueRef values[4];
values[0] = ctx->vs_prim_id;
ctx->shader_info->vs.vgpr_comp_cnt = MAX2(2,
ctx->shader_info->vs.vgpr_comp_cnt);
for (unsigned j = 1; j < 4; j++)
values[j] = ctx->ac.f32_0;
@@ -3756,15 +3746,6 @@ LLVMModuleRef ac_translate_nir_to_llvm(struct ac_llvm_compiler *ac_llvm,
ctx.tcs_vertices_per_patch = shaders[i]->info.tess.tcs_vertices_out;
ctx.tcs_num_patches = ctx.options->key.tes.num_patches;
} else if (shaders[i]->info.stage == MESA_SHADER_VERTEX) {
if (shader_info->info.vs.needs_instance_id) {
if (ctx.options->key.vs.as_ls) {
ctx.shader_info->vs.vgpr_comp_cnt =
MAX2(2, ctx.shader_info->vs.vgpr_comp_cnt);
} else {
ctx.shader_info->vs.vgpr_comp_cnt =
MAX2(1, ctx.shader_info->vs.vgpr_comp_cnt);
}
}
ctx.abi.load_base_vertex = radv_load_base_vertex;
} else if (shaders[i]->info.stage == MESA_SHADER_FRAGMENT) {
shader_info->fs.can_discard = shaders[i]->info.fs.uses_discard;
@@ -3999,9 +3980,6 @@ ac_fill_shader_info(struct radv_shader_variant_info *shader_info, struct nir_sha
case MESA_SHADER_VERTEX:
shader_info->vs.as_es = options->key.vs.as_es;
shader_info->vs.as_ls = options->key.vs.as_ls;
/* in LS mode we need at least 1, invocation id needs 2, handled elsewhere */
if (options->key.vs.as_ls)
shader_info->vs.vgpr_comp_cnt = MAX2(1, shader_info->vs.vgpr_comp_cnt);
break;
default:
break;

View File

@@ -507,13 +507,40 @@ radv_fill_shader_variant(struct radv_device *device,
break;
case MESA_SHADER_TESS_CTRL:
if (device->physical_device->rad_info.chip_class >= GFX9) {
vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
/* We need at least 2 components for LS.
* VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
vgpr_comp_cnt = info->vs.needs_instance_id ? 2 : 1;
} else {
variant->rsrc2 |= S_00B12C_OC_LDS_EN(1);
}
break;
case MESA_SHADER_VERTEX:
vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
if (variant->info.vs.as_ls) {
assert(device->physical_device->rad_info.chip_class <= GFX8);
/* We need at least 2 components for LS.
* VGPR0-3: (VertexID, RelAutoindex, InstanceID / StepRate0, InstanceID).
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
vgpr_comp_cnt = info->vs.needs_instance_id ? 2 : 1;
} else if (variant->info.vs.as_es) {
assert(device->physical_device->rad_info.chip_class <= GFX8);
/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
vgpr_comp_cnt = info->vs.needs_instance_id ? 1 : 0;
} else {
/* VGPR0-3: (VertexID, InstanceID / StepRate0, PrimID, InstanceID)
* If PrimID is disabled. InstanceID / StepRate1 is loaded instead.
* StepRate0 is set to 1. so that VGPR3 doesn't have to be loaded.
*/
if (options->key.vs.export_prim_id) {
vgpr_comp_cnt = 2;
} else if (info->vs.needs_instance_id) {
vgpr_comp_cnt = 1;
} else {
vgpr_comp_cnt = 0;
}
}
break;
case MESA_SHADER_FRAGMENT:
case MESA_SHADER_GEOMETRY:
@@ -539,7 +566,8 @@ radv_fill_shader_variant(struct radv_device *device,
unsigned gs_vgpr_comp_cnt, es_vgpr_comp_cnt;
if (es_type == MESA_SHADER_VERTEX) {
es_vgpr_comp_cnt = variant->info.vs.vgpr_comp_cnt;
/* VGPR0-3: (VertexID, InstanceID / StepRate0, ...) */
es_vgpr_comp_cnt = info->vs.needs_instance_id ? 1 : 0;
} else if (es_type == MESA_SHADER_TESS_EVAL) {
es_vgpr_comp_cnt = info->uses_prim_id ? 3 : 2;
} else {

View File

@@ -266,7 +266,6 @@ struct radv_shader_variant_info {
struct {
struct radv_vs_output_info outinfo;
struct radv_es_output_info es_info;
unsigned vgpr_comp_cnt;
bool as_es;
bool as_ls;
} vs;