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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 "ir3_nir.h"
25 #include "compiler/nir/nir_builder.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 
41 
42 typedef struct {
43 	nir_shader *shader;
44 	nir_block *start_block;
45 } state;
46 
47 static void move_instruction_to_start_block(state *state, nir_instr *instr);
48 
49 static bool
move_src(nir_src * src,void * state)50 move_src(nir_src *src, void *state)
51 {
52 	/* At this point we shouldn't have any non-ssa src: */
53 	debug_assert(src->is_ssa);
54 	move_instruction_to_start_block(state, src->ssa->parent_instr);
55 	return true;
56 }
57 
58 static void
move_instruction_to_start_block(state * state,nir_instr * instr)59 move_instruction_to_start_block(state *state, nir_instr *instr)
60 {
61 	/* nothing to do if the instruction is already in the start block */
62 	if (instr->block == state->start_block)
63 		return;
64 
65 	/* first move (recursively) all src's to ensure they appear before
66 	 * load*_input that we are trying to move:
67 	 */
68 	nir_foreach_src(instr, move_src, state);
69 
70 	/* and then move the instruction itself:
71 	 */
72 	exec_node_remove(&instr->node);
73 	exec_list_push_tail(&state->start_block->instr_list, &instr->node);
74 	instr->block = state->start_block;
75 }
76 
77 static bool
move_varying_inputs_block(state * state,nir_block * block)78 move_varying_inputs_block(state *state, nir_block *block)
79 {
80 	bool progress = false;
81 
82 	nir_foreach_instr_safe (instr, block) {
83 		if (instr->type != nir_instr_type_intrinsic)
84 			continue;
85 
86 		nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
87 
88 		switch (intr->intrinsic) {
89 		case nir_intrinsic_load_interpolated_input:
90 		case nir_intrinsic_load_input:
91 			/* TODO any others to handle? */
92 			break;
93 		default:
94 			continue;
95 		}
96 
97 		debug_assert(intr->dest.is_ssa);
98 
99 		move_instruction_to_start_block(state, instr);
100 
101 		progress = true;
102 	}
103 
104 	return progress;
105 }
106 
107 bool
ir3_nir_move_varying_inputs(nir_shader * shader)108 ir3_nir_move_varying_inputs(nir_shader *shader)
109 {
110 	bool progress = false;
111 
112 	debug_assert(shader->info.stage == MESA_SHADER_FRAGMENT);
113 
114 	nir_foreach_function (function, shader) {
115 		state state;
116 
117 		if (!function->impl)
118 			continue;
119 
120 		state.shader = shader;
121 		state.start_block = nir_start_block(function->impl);
122 
123 		bool progress = false;
124 		nir_foreach_block (block, function->impl) {
125 			/* don't need to move anything that is already in the first block */
126 			if (block == state.start_block)
127 				continue;
128 			progress |= move_varying_inputs_block(&state, block);
129 		}
130 
131 		if (progress) {
132 			nir_metadata_preserve(function->impl,
133 				nir_metadata_block_index | nir_metadata_dominance);
134 		}
135 	}
136 
137 	return progress;
138 }
139