Mesa (master): freedreno/ir3: Add pass to deal with load_uniform base offsets
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Fri Nov 13 22:57:08 UTC 2020
Module: Mesa
Branch: master
Commit: cf9ef90066592333a9113d49328be29583308a60
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=cf9ef90066592333a9113d49328be29583308a60
Author: Rob Clark <robdclark at chromium.org>
Date: Fri Nov 13 11:48:57 2020 -0800
freedreno/ir3: Add pass to deal with load_uniform base offsets
With indirect load_uniform, we can only encode 10b of constant base
offset. This pass detects problematic cases and peels out the high
bits of the base offset.
Signed-off-by: Rob Clark <robdclark at chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7612>
---
src/freedreno/ir3/ir3_nir.c | 7 +++
src/freedreno/ir3/ir3_nir.h | 1 +
src/freedreno/ir3/ir3_nir_analyze_ubo_ranges.c | 73 ++++++++++++++++++++++++++
3 files changed, 81 insertions(+)
diff --git a/src/freedreno/ir3/ir3_nir.c b/src/freedreno/ir3/ir3_nir.c
index dfb5f29cc8f..29ab29691e0 100644
--- a/src/freedreno/ir3/ir3_nir.c
+++ b/src/freedreno/ir3/ir3_nir.c
@@ -511,6 +511,13 @@ ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
if (progress)
ir3_optimize_loop(s);
+ /* Fixup indirect load_uniform's which end up with a const base offset
+ * which is too large to encode. Do this late(ish) so we actually
+ * can differentiate indirect vs non-indirect.
+ */
+ if (OPT(s, ir3_nir_fixup_load_uniform))
+ ir3_optimize_loop(s);
+
/* Do late algebraic optimization to turn add(a, neg(b)) back into
* subs, then the mandatory cleanup after algebraic. Note that it may
* produce fnegs, and if so then we need to keep running to squash
diff --git a/src/freedreno/ir3/ir3_nir.h b/src/freedreno/ir3/ir3_nir.h
index a6ec1440e9b..d716e530493 100644
--- a/src/freedreno/ir3/ir3_nir.h
+++ b/src/freedreno/ir3/ir3_nir.h
@@ -61,6 +61,7 @@ void ir3_setup_const_state(nir_shader *nir, struct ir3_shader_variant *v,
struct ir3_const_state *const_state);
void ir3_nir_analyze_ubo_ranges(nir_shader *nir, struct ir3_shader_variant *v);
bool ir3_nir_lower_ubo_loads(nir_shader *nir, struct ir3_shader_variant *v);
+bool ir3_nir_fixup_load_uniform(nir_shader *nir);
nir_ssa_def *
ir3_nir_try_propagate_bit_shift(nir_builder *b, nir_ssa_def *offset, int32_t shift);
diff --git a/src/freedreno/ir3/ir3_nir_analyze_ubo_ranges.c b/src/freedreno/ir3/ir3_nir_analyze_ubo_ranges.c
index de62271ccb1..8e7f9aa29d1 100644
--- a/src/freedreno/ir3/ir3_nir_analyze_ubo_ranges.c
+++ b/src/freedreno/ir3/ir3_nir_analyze_ubo_ranges.c
@@ -457,3 +457,76 @@ ir3_nir_lower_ubo_loads(nir_shader *nir, struct ir3_shader_variant *v)
return progress;
}
+
+
+static bool
+fixup_load_uniform_filter(const nir_instr *instr, const void *arg)
+{
+ if (instr->type != nir_instr_type_intrinsic)
+ return false;
+ return nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_uniform;
+}
+
+static nir_ssa_def *
+fixup_load_uniform_instr(struct nir_builder *b, nir_instr *instr, void *arg)
+{
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+ /* We don't need to worry about non-indirect case: */
+ if (nir_src_is_const(intr->src[0]))
+ return NULL;
+
+ const unsigned base_offset_limit = (1 << 10); /* 10 bits */
+ unsigned base_offset = nir_intrinsic_base(intr);
+
+ /* Or cases were base offset is lower than the hw limit: */
+ if (base_offset < base_offset_limit)
+ return NULL;
+
+ b->cursor = nir_before_instr(instr);
+
+ nir_ssa_def *offset = nir_ssa_for_src(b, intr->src[0], 1);
+
+ /* We'd like to avoid a sequence like:
+ *
+ * vec4 32 ssa_18 = intrinsic load_uniform (ssa_4) (1024, 0, 0)
+ * vec4 32 ssa_19 = intrinsic load_uniform (ssa_4) (1072, 0, 0)
+ * vec4 32 ssa_20 = intrinsic load_uniform (ssa_4) (1120, 0, 0)
+ *
+ * From turning into a unique offset value (which requires reloading
+ * a0.x for each instruction). So instead of just adding the constant
+ * base_offset to the non-const offset, be a bit more clever and only
+ * extract the part that cannot be encoded. Afterwards CSE should
+ * turn the result into:
+ *
+ * vec1 32 ssa_5 = load_const (1024)
+ * vec4 32 ssa_6 = iadd ssa4_, ssa_5
+ * vec4 32 ssa_18 = intrinsic load_uniform (ssa_5) (0, 0, 0)
+ * vec4 32 ssa_19 = intrinsic load_uniform (ssa_5) (48, 0, 0)
+ * vec4 32 ssa_20 = intrinsic load_uniform (ssa_5) (96, 0, 0)
+ */
+ unsigned new_base_offset = base_offset % base_offset_limit;
+
+ nir_intrinsic_set_base(intr, new_base_offset);
+ offset = nir_iadd_imm(b, offset, base_offset - new_base_offset);
+
+ nir_instr_rewrite_src(instr, &intr->src[0], nir_src_for_ssa(offset));
+
+ return NIR_LOWER_INSTR_PROGRESS;
+}
+
+/**
+ * For relative CONST file access, we can only encode 10b worth of fixed offset,
+ * so in cases where the base offset is larger, we need to peel it out into
+ * ALU instructions.
+ *
+ * This should run late, after constant folding has had a chance to do it's
+ * thing, so we can actually know if it is an indirect uniform offset or not.
+ */
+bool
+ir3_nir_fixup_load_uniform(nir_shader *nir)
+{
+ return nir_shader_lower_instructions(nir,
+ fixup_load_uniform_filter, fixup_load_uniform_instr,
+ NULL);
+}
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