Mesa (master): vc4: Convert to using nir_lower_io_scalar for FS inputs.

Eric Anholt anholt at kemper.freedesktop.org
Fri Aug 19 20:13:40 UTC 2016


Module: Mesa
Branch: master
Commit: cbf8c1941033fd543aa81cffd02672b5ca81a788
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=cbf8c1941033fd543aa81cffd02672b5ca81a788

Author: Eric Anholt <eric at anholt.net>
Date:   Thu Aug  4 15:00:37 2016 -0700

vc4: Convert to using nir_lower_io_scalar for FS inputs.

The scalarizing of FS inputs can be done in a non-driver-dependent manner,
so extract it out of the driver.

---

 src/gallium/drivers/vc4/vc4_nir_lower_io.c | 86 ++++++++++++++++--------------
 src/gallium/drivers/vc4/vc4_program.c      | 20 +++++--
 2 files changed, 62 insertions(+), 44 deletions(-)

diff --git a/src/gallium/drivers/vc4/vc4_nir_lower_io.c b/src/gallium/drivers/vc4/vc4_nir_lower_io.c
index 85f31f3..d2b27bd 100644
--- a/src/gallium/drivers/vc4/vc4_nir_lower_io.c
+++ b/src/gallium/drivers/vc4/vc4_nir_lower_io.c
@@ -29,9 +29,10 @@
  * Walks the NIR generated by TGSI-to-NIR to lower its io intrinsics into
  * something amenable to the VC4 architecture.
  *
- * Currently, it split inputs, outputs, and uniforms into scalars, drops any
- * non-position outputs in coordinate shaders, and fixes up the addressing on
- * indirect uniform loads.
+ * Currently, it splits outputs, VS inputs, and uniforms into scalars, drops
+ * any non-position outputs in coordinate shaders, and fixes up the addressing
+ * on indirect uniform loads.  FS input scalarization is handled by
+ * nir_lower_io_to_scalar().
  */
 
 static void
@@ -228,11 +229,22 @@ vc4_nir_lower_vertex_attr(struct vc4_compile *c, nir_builder *b,
         replace_intrinsic_with_vec4(b, intr, dests);
 }
 
+static bool
+is_point_sprite(struct vc4_compile *c, nir_variable *var)
+{
+        if (var->data.location < VARYING_SLOT_VAR0 ||
+            var->data.location > VARYING_SLOT_VAR31)
+                return false;
+
+        return (c->fs_key->point_sprite_mask &
+                (1 << (var->data.location - VARYING_SLOT_VAR0)));
+}
+
 static void
 vc4_nir_lower_fs_input(struct vc4_compile *c, nir_builder *b,
                        nir_intrinsic_instr *intr)
 {
-        b->cursor = nir_before_instr(&intr->instr);
+        b->cursor = nir_after_instr(&intr->instr);
 
         if (nir_intrinsic_base(intr) >= VC4_NIR_TLB_COLOR_READ_INPUT &&
             nir_intrinsic_base(intr) < (VC4_NIR_TLB_COLOR_READ_INPUT +
@@ -250,50 +262,42 @@ vc4_nir_lower_fs_input(struct vc4_compile *c, nir_builder *b,
         }
         assert(input_var);
 
-        /* All TGSI-to-NIR inputs are vec4. */
-        assert(intr->num_components == 4);
+        int comp = nir_intrinsic_component(intr);
 
-        /* We only accept direct inputs and TGSI only ever gives them to us
-         * with an offset value of 0.
-         */
-        assert(nir_src_as_const_value(intr->src[0]) &&
-               nir_src_as_const_value(intr->src[0])->u32[0] == 0);
+        /* Lower away point coordinates, and fix up PNTC. */
+        if (is_point_sprite(c, input_var) ||
+            input_var->data.location == VARYING_SLOT_PNTC) {
+                assert(intr->num_components == 1);
 
-        /* Generate scalar loads equivalent to the original VEC4. */
-        nir_ssa_def *dests[4];
-        for (unsigned i = 0; i < intr->num_components; i++) {
-                nir_intrinsic_instr *intr_comp =
-                        nir_intrinsic_instr_create(c->s, nir_intrinsic_load_input);
-                intr_comp->num_components = 1;
-                nir_intrinsic_set_base(intr_comp,
-                                       nir_intrinsic_base(intr) * 4 + i);
-                intr_comp->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
+                nir_ssa_def *result = &intr->dest.ssa;
 
-                nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1, 32, NULL);
-                nir_builder_instr_insert(b, &intr_comp->instr);
+                switch (comp) {
+                case 0:
+                case 1:
+                        /* If we're not rendering points, we need to set a
+                         * defined value for the input that would come from
+                         * PNTC.
+                         */
+                        if (!c->fs_key->is_points)
+                                result = nir_imm_float(b, 0.0);
+                        break;
+                case 2:
+                        result = nir_imm_float(b, 0.0);
+                        break;
+                case 3:
+                        result = nir_imm_float(b, 1.0);
+                        break;
+                }
 
-                dests[i] = &intr_comp->dest.ssa;
-        }
+                if (c->fs_key->point_coord_upper_left && comp == 1)
+                        result = nir_fsub(b, nir_imm_float(b, 1.0), result);
 
-        if (input_var->data.location >= VARYING_SLOT_VAR0) {
-                if (c->fs_key->point_sprite_mask &
-                    (1 << (input_var->data.location -
-                           VARYING_SLOT_VAR0))) {
-                        if (!c->fs_key->is_points) {
-                                dests[0] = nir_imm_float(b, 0.0);
-                                dests[1] = nir_imm_float(b, 0.0);
-                        }
-                        if (c->fs_key->point_coord_upper_left) {
-                                dests[1] = nir_fsub(b,
-                                                    nir_imm_float(b, 1.0),
-                                                    dests[1]);
-                        }
-                        dests[2] = nir_imm_float(b, 0.0);
-                        dests[3] = nir_imm_float(b, 1.0);
+                if (result != &intr->dest.ssa) {
+                        nir_ssa_def_rewrite_uses_after(&intr->dest.ssa,
+                                                       nir_src_for_ssa(result),
+                                                       result->parent_instr);
                 }
         }
-
-        replace_intrinsic_with_vec4(b, intr, dests);
 }
 
 static void
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 8c92981..4d1d623 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -1611,7 +1611,8 @@ ntq_emit_intrinsic(struct vc4_compile *c, nir_intrinsic_instr *instr)
                 assert(instr->num_components == 1);
                 const_offset = nir_src_as_const_value(instr->src[0]);
                 assert(const_offset && "vc4 doesn't support indirect inputs");
-                if (nir_intrinsic_base(instr) >= VC4_NIR_TLB_COLOR_READ_INPUT) {
+                if (c->stage == QSTAGE_FRAG &&
+                    nir_intrinsic_base(instr) >= VC4_NIR_TLB_COLOR_READ_INPUT) {
                         assert(const_offset->u32[0] == 0);
                         /* Reads of the per-sample color need to be done in
                          * order.
@@ -1626,6 +1627,11 @@ ntq_emit_intrinsic(struct vc4_compile *c, nir_intrinsic_instr *instr)
                         }
                         ntq_store_dest(c, &instr->dest, 0,
                                        c->color_reads[sample_index]);
+                } else if (c->stage == QSTAGE_FRAG) {
+                        offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+                        int comp = nir_intrinsic_component(instr);
+                        ntq_store_dest(c, &instr->dest, 0,
+                                       c->inputs[offset * 4 + comp]);
                 } else {
                         offset = nir_intrinsic_base(instr) + const_offset->u32[0];
                         ntq_store_dest(c, &instr->dest, 0,
@@ -2061,10 +2067,17 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
         if (c->vs_key && c->vs_key->clamp_color)
                 NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
 
-        if (stage == QSTAGE_FRAG)
+        if (stage == QSTAGE_FRAG) {
                 NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables);
-        else
+        } else {
                 NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables);
+        }
+
+        /* FS input scalarizing must happen after nir_lower_two_sided_color,
+         * which only handles a vec4 at a time.
+         */
+        if (c->stage == QSTAGE_FRAG)
+                NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in);
 
         NIR_PASS_V(c->s, vc4_nir_lower_io, c);
         NIR_PASS_V(c->s, vc4_nir_lower_txf_ms, c);
@@ -2168,6 +2181,7 @@ vc4_shader_state_create(struct pipe_context *pctx,
         NIR_PASS_V(s, nir_opt_global_to_local);
         NIR_PASS_V(s, nir_convert_to_ssa);
         NIR_PASS_V(s, nir_normalize_cubemap_coords);
+
         NIR_PASS_V(s, nir_lower_load_const_to_scalar);
 
         vc4_optimize_nir(s);




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