1 /*
2 * Copyright © 2019 Red Hat
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "compiler/nir/nir_builder.h"
25 #include "ir3_nir.h"
26
27 /**
28 * This pass moves varying fetches (and the instructions they depend on
29 * into the start block.
30 *
31 * We need to set the (ei) "end input" flag on the last varying fetch.
32 * And we want to ensure that all threads execute the instruction that
33 * sets (ei). The easiest way to ensure this is to move all varying
34 * fetches into the start block. Which is something we used to get for
35 * free by using lower_all_io_to_temps=true.
36 *
37 * This may come at the cost of additional register usage. OTOH setting
38 * the (ei) flag earlier probably frees up more VS to run.
39 *
40 * Not all varying fetches could be pulled into the start block.
41 * If there are fetches we couldn't pull, like load_interpolated_input
42 * with offset which depends on a non-reorderable ssbo load or on a
43 * phi node, this pass is skipped since it would be hard to find a place
44 * to set (ei) flag (beside at the very end).
45 * a5xx and a6xx do automatically release varying storage at the end.
46 */
47
48 typedef struct {
49 nir_block *start_block;
50 bool precondition_failed;
51 } precond_state;
52
53 typedef struct {
54 nir_shader *shader;
55 nir_block *start_block;
56 } state;
57
58 static void check_precondition_instr(precond_state *state, nir_instr *instr);
59 static void move_instruction_to_start_block(state *state, nir_instr *instr);
60
61 static bool
check_precondition_src(nir_src * src,void * state)62 check_precondition_src(nir_src *src, void *state)
63 {
64 check_precondition_instr(state, src->ssa->parent_instr);
65 return true;
66 }
67
68 /* Recursively check if there is even a single dependency which
69 * cannot be moved.
70 */
71 static void
check_precondition_instr(precond_state * state,nir_instr * instr)72 check_precondition_instr(precond_state *state, nir_instr *instr)
73 {
74 if (instr->block == state->start_block)
75 return;
76
77 switch (instr->type) {
78 case nir_instr_type_alu:
79 case nir_instr_type_deref:
80 case nir_instr_type_load_const:
81 case nir_instr_type_ssa_undef:
82 /* These could be safely moved around */
83 break;
84 case nir_instr_type_intrinsic: {
85 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
86 if (!nir_intrinsic_can_reorder(intr)) {
87 state->precondition_failed = true;
88 return;
89 }
90 break;
91 }
92 default:
93 state->precondition_failed = true;
94 return;
95 }
96
97 nir_foreach_src(instr, check_precondition_src, state);
98 }
99
100 static void
check_precondition_block(precond_state * state,nir_block * block)101 check_precondition_block(precond_state *state, nir_block *block)
102 {
103 nir_foreach_instr_safe (instr, block) {
104 if (instr->type != nir_instr_type_intrinsic)
105 continue;
106
107 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
108
109 switch (intr->intrinsic) {
110 case nir_intrinsic_load_interpolated_input:
111 case nir_intrinsic_load_input:
112 break;
113 default:
114 continue;
115 }
116
117 check_precondition_instr(state, instr);
118
119 if (state->precondition_failed)
120 return;
121 }
122 }
123
124 static bool
move_src(nir_src * src,void * state)125 move_src(nir_src *src, void *state)
126 {
127 /* At this point we shouldn't have any non-ssa src: */
128 debug_assert(src->is_ssa);
129 move_instruction_to_start_block(state, src->ssa->parent_instr);
130 return true;
131 }
132
133 static void
move_instruction_to_start_block(state * state,nir_instr * instr)134 move_instruction_to_start_block(state *state, nir_instr *instr)
135 {
136 /* nothing to do if the instruction is already in the start block */
137 if (instr->block == state->start_block)
138 return;
139
140 /* first move (recursively) all src's to ensure they appear before
141 * load*_input that we are trying to move:
142 */
143 nir_foreach_src(instr, move_src, state);
144
145 /* and then move the instruction itself:
146 */
147 exec_node_remove(&instr->node);
148 exec_list_push_tail(&state->start_block->instr_list, &instr->node);
149 instr->block = state->start_block;
150 }
151
152 static bool
move_varying_inputs_block(state * state,nir_block * block)153 move_varying_inputs_block(state *state, nir_block *block)
154 {
155 bool progress = false;
156
157 nir_foreach_instr_safe (instr, block) {
158 if (instr->type != nir_instr_type_intrinsic)
159 continue;
160
161 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
162
163 switch (intr->intrinsic) {
164 case nir_intrinsic_load_interpolated_input:
165 case nir_intrinsic_load_input:
166 /* TODO any others to handle? */
167 break;
168 default:
169 continue;
170 }
171
172 debug_assert(intr->dest.is_ssa);
173
174 move_instruction_to_start_block(state, instr);
175
176 progress = true;
177 }
178
179 return progress;
180 }
181
182 bool
ir3_nir_move_varying_inputs(nir_shader * shader)183 ir3_nir_move_varying_inputs(nir_shader *shader)
184 {
185 bool progress = false;
186
187 debug_assert(shader->info.stage == MESA_SHADER_FRAGMENT);
188
189 nir_foreach_function (function, shader) {
190 precond_state state;
191
192 if (!function->impl)
193 continue;
194
195 state.precondition_failed = false;
196 state.start_block = nir_start_block(function->impl);
197
198 nir_foreach_block (block, function->impl) {
199 if (block == state.start_block)
200 continue;
201
202 check_precondition_block(&state, block);
203
204 if (state.precondition_failed)
205 return false;
206 }
207 }
208
209 nir_foreach_function (function, shader) {
210 state state;
211
212 if (!function->impl)
213 continue;
214
215 state.shader = shader;
216 state.start_block = nir_start_block(function->impl);
217
218 bool progress = false;
219 nir_foreach_block (block, function->impl) {
220 /* don't need to move anything that is already in the first block */
221 if (block == state.start_block)
222 continue;
223 progress |= move_varying_inputs_block(&state, block);
224 }
225
226 if (progress) {
227 nir_metadata_preserve(
228 function->impl, nir_metadata_block_index | nir_metadata_dominance);
229 }
230 }
231
232 return progress;
233 }
234