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1 /*
2  * Copyright © 2016 Bas Nieuwenhuizen
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 "ac_nir.h"
25 
26 bool
ac_nir_lower_indirect_derefs(nir_shader * shader,enum chip_class chip_class)27 ac_nir_lower_indirect_derefs(nir_shader *shader,
28                              enum chip_class chip_class)
29 {
30    bool progress = false;
31 
32    /* Lower large variables to scratch first so that we won't bloat the
33     * shader by generating large if ladders for them. We later lower
34     * scratch to alloca's, assuming LLVM won't generate VGPR indexing.
35     */
36    NIR_PASS(progress, shader, nir_lower_vars_to_scratch, nir_var_function_temp, 256,
37             glsl_get_natural_size_align_bytes);
38 
39    /* LLVM doesn't support VGPR indexing on GFX9. */
40    bool llvm_has_working_vgpr_indexing = chip_class != GFX9;
41 
42    /* TODO: Indirect indexing of GS inputs is unimplemented.
43     *
44     * TCS and TES load inputs directly from LDS or offchip memory, so
45     * indirect indexing is trivial.
46     */
47    nir_variable_mode indirect_mask = 0;
48    if (shader->info.stage == MESA_SHADER_GEOMETRY ||
49        (shader->info.stage != MESA_SHADER_TESS_CTRL && shader->info.stage != MESA_SHADER_TESS_EVAL &&
50         !llvm_has_working_vgpr_indexing)) {
51       indirect_mask |= nir_var_shader_in;
52    }
53    if (!llvm_has_working_vgpr_indexing && shader->info.stage != MESA_SHADER_TESS_CTRL)
54       indirect_mask |= nir_var_shader_out;
55 
56    /* TODO: We shouldn't need to do this, however LLVM isn't currently
57     * smart enough to handle indirects without causing excess spilling
58     * causing the gpu to hang.
59     *
60     * See the following thread for more details of the problem:
61     * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
62     */
63    indirect_mask |= nir_var_function_temp;
64 
65    progress |= nir_lower_indirect_derefs(shader, indirect_mask, UINT32_MAX);
66    return progress;
67 }
68