Mesa (master): ir3: Enable nir_lower_vars_to_scratch on a6xx
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Thu Nov 19 17:12:47 UTC 2020
Module: Mesa
Branch: master
Commit: bac6cc586fe4c1b24351e0574d3a961eb631f6ae
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=bac6cc586fe4c1b24351e0574d3a961eb631f6ae
Author: Connor Abbott <cwabbott0 at gmail.com>
Date: Fri Oct 30 16:38:40 2020 +0100
ir3: Enable nir_lower_vars_to_scratch on a6xx
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7386>
---
src/freedreno/ir3/ir3_compiler.c | 3 +++
src/freedreno/ir3/ir3_compiler.h | 3 +++
src/freedreno/ir3/ir3_nir.c | 11 +++++++++++
3 files changed, 17 insertions(+)
diff --git a/src/freedreno/ir3/ir3_compiler.c b/src/freedreno/ir3/ir3_compiler.c
index 9080ed7671d..c338af43ae0 100644
--- a/src/freedreno/ir3/ir3_compiler.c
+++ b/src/freedreno/ir3/ir3_compiler.c
@@ -97,6 +97,9 @@ ir3_compiler_create(struct fd_device *dev, uint32_t gpu_id)
/* TODO: implement clip+cull distances on earlier gen's */
compiler->has_clip_cull = true;
+ /* TODO: implement private memory on earlier gen's */
+ compiler->has_pvtmem = true;
+
if (compiler->gpu_id == 650)
compiler->tess_use_shared = true;
} else {
diff --git a/src/freedreno/ir3/ir3_compiler.h b/src/freedreno/ir3/ir3_compiler.h
index 65bf48f0eb3..9924140711f 100644
--- a/src/freedreno/ir3/ir3_compiler.h
+++ b/src/freedreno/ir3/ir3_compiler.h
@@ -109,6 +109,9 @@ struct ir3_compiler {
/* Whether clip+cull distances are supported */
bool has_clip_cull;
+
+ /* Whether private memory is supported */
+ bool has_pvtmem;
};
void ir3_compiler_destroy(struct ir3_compiler *compiler);
diff --git a/src/freedreno/ir3/ir3_nir.c b/src/freedreno/ir3/ir3_nir.c
index 2faa802deb1..8a3f768d995 100644
--- a/src/freedreno/ir3/ir3_nir.c
+++ b/src/freedreno/ir3/ir3_nir.c
@@ -513,6 +513,17 @@ ir3_nir_lower_variant(struct ir3_shader_variant *so, nir_shader *s)
progress |= OPT(s, ir3_nir_lower_ubo_loads, so);
+ /* Lower large temporaries to scratch, which in Qualcomm terms is private
+ * memory, to avoid excess register pressure. This should happen after
+ * nir_opt_large_constants, because loading from a UBO is much, much less
+ * expensive.
+ */
+ if (so->shader->compiler->has_pvtmem) {
+ NIR_PASS_V(s, nir_lower_vars_to_scratch, nir_var_function_temp,
+ 16 * 16 /* bytes */, glsl_get_natural_size_align_bytes);
+ }
+
+
OPT_V(s, nir_lower_amul, ir3_glsl_type_size);
/* UBO offset lowering has to come after we've decided what will
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