/* * Copyright © 2019 Red Hat * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "ir3_nir.h" #include "compiler/nir/nir_builder.h" /** * This pass moves varying fetches (and the instructions they depend on * into the start block. * * We need to set the (ei) "end input" flag on the last varying fetch. * And we want to ensure that all threads execute the instruction that * sets (ei). The easiest way to ensure this is to move all varying * fetches into the start block. Which is something we used to get for * free by using lower_all_io_to_temps=true. * * This may come at the cost of additional register usage. OTOH setting * the (ei) flag earlier probably frees up more VS to run. */ typedef struct { nir_shader *shader; nir_block *start_block; } state; static void move_instruction_to_start_block(state *state, nir_instr *instr); static bool move_src(nir_src *src, void *state) { /* At this point we shouldn't have any non-ssa src: */ debug_assert(src->is_ssa); move_instruction_to_start_block(state, src->ssa->parent_instr); return true; } static void move_instruction_to_start_block(state *state, nir_instr *instr) { /* nothing to do if the instruction is already in the start block */ if (instr->block == state->start_block) return; /* first move (recursively) all src's to ensure they appear before * load*_input that we are trying to move: */ nir_foreach_src(instr, move_src, state); /* and then move the instruction itself: */ exec_node_remove(&instr->node); exec_list_push_tail(&state->start_block->instr_list, &instr->node); instr->block = state->start_block; } static bool move_varying_inputs_block(state *state, nir_block *block) { bool progress = false; nir_foreach_instr_safe (instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); switch (intr->intrinsic) { case nir_intrinsic_load_interpolated_input: case nir_intrinsic_load_input: /* TODO any others to handle? */ break; default: continue; } debug_assert(intr->dest.is_ssa); move_instruction_to_start_block(state, instr); progress = true; } return progress; } bool ir3_nir_move_varying_inputs(nir_shader *shader) { bool progress = false; debug_assert(shader->info.stage == MESA_SHADER_FRAGMENT); nir_foreach_function (function, shader) { state state; if (!function->impl) continue; state.shader = shader; state.start_block = nir_start_block(function->impl); bool progress = false; nir_foreach_block (block, function->impl) { /* don't need to move anything that is already in the first block */ if (block == state.start_block) continue; progress |= move_varying_inputs_block(&state, block); } if (progress) { nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance); } } return progress; }