Mesa (main): intel/compiler: Get mesh_global_addr from the Inline Parameter for Task/Mesh
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Sat Dec 4 01:33:16 UTC 2021
Module: Mesa
Branch: main
Commit: b717872e0852fc922da70fa12ce1a462792dbe19
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=b717872e0852fc922da70fa12ce1a462792dbe19
Author: Marcin Ślusarz <marcin.slusarz at intel.com>
Date: Mon Jul 12 13:43:03 2021 +0200
intel/compiler: Get mesh_global_addr from the Inline Parameter for Task/Mesh
Signed-off-by: Marcin Ślusarz <marcin.slusarz at intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13661>
---
src/compiler/nir/nir_intrinsics.py | 3 +++
src/compiler/nir/nir_lower_shader_calls.c | 1 +
src/intel/compiler/brw_mesh.cpp | 43 +++++++++++++++++++++++++++++++
3 files changed, 47 insertions(+)
diff --git a/src/compiler/nir/nir_intrinsics.py b/src/compiler/nir/nir_intrinsics.py
index 457ccbd3f57..bf82670259e 100644
--- a/src/compiler/nir/nir_intrinsics.py
+++ b/src/compiler/nir/nir_intrinsics.py
@@ -1320,6 +1320,9 @@ store("ssbo_block_intel", [-1, 1], [WRITE_MASK, ACCESS, ALIGN_MUL, ALIGN_OFFSET]
# src[] = { value, offset }.
store("shared_block_intel", [1], [BASE, WRITE_MASK, ALIGN_MUL, ALIGN_OFFSET])
+# Intrinsics for Intel mesh shading
+system_value("mesh_global_arg_addr_intel", 1, bit_sizes=[64])
+
# Intrinsics for Intel bindless thread dispatch
system_value("btd_dss_id_intel", 1)
system_value("btd_stack_id_intel", 1)
diff --git a/src/compiler/nir/nir_lower_shader_calls.c b/src/compiler/nir/nir_lower_shader_calls.c
index 40e8d621b97..0a37ccc94fd 100644
--- a/src/compiler/nir/nir_lower_shader_calls.c
+++ b/src/compiler/nir/nir_lower_shader_calls.c
@@ -176,6 +176,7 @@ can_remat_instr(nir_instr *instr, struct brw_bitset *remat)
case nir_intrinsic_load_ray_miss_sbt_stride_intel:
case nir_intrinsic_load_callable_sbt_addr_intel:
case nir_intrinsic_load_callable_sbt_stride_intel:
+ case nir_intrinsic_load_mesh_global_arg_addr_intel:
/* Notably missing from the above list is btd_local_arg_addr_intel.
* This is because the resume shader will have a different local
* argument pointer because it has a different BSR. Any access of
diff --git a/src/intel/compiler/brw_mesh.cpp b/src/intel/compiler/brw_mesh.cpp
index f06e5dde884..b1b79dcc040 100644
--- a/src/intel/compiler/brw_mesh.cpp
+++ b/src/intel/compiler/brw_mesh.cpp
@@ -30,6 +30,37 @@
using namespace brw;
+static bool
+brw_nir_lower_load_uniforms_filter(const nir_instr *instr,
+ UNUSED const void *data)
+{
+ if (instr->type != nir_instr_type_intrinsic)
+ return false;
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ return intrin->intrinsic == nir_intrinsic_load_uniform;
+}
+
+static nir_ssa_def *
+brw_nir_lower_load_uniforms_impl(nir_builder *b, nir_instr *instr,
+ UNUSED void *data)
+{
+ assert(instr->type == nir_instr_type_intrinsic);
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ assert(intrin->intrinsic == nir_intrinsic_load_uniform);
+
+ return brw_nir_load_global_const(b,
+ intrin,
+ nir_load_mesh_global_arg_addr_intel(b),
+ 0);
+}
+
+static void
+brw_nir_lower_load_uniforms(nir_shader *nir)
+{
+ nir_shader_lower_instructions(nir, brw_nir_lower_load_uniforms_filter,
+ brw_nir_lower_load_uniforms_impl, NULL);
+}
+
static inline int
type_size_scalar_dwords(const struct glsl_type *type, bool bindless)
{
@@ -150,6 +181,7 @@ brw_compile_task(const struct brw_compiler *compiler,
brw_nir_apply_key(shader, compiler, &key->base, dispatch_width, true /* is_scalar */);
NIR_PASS_V(shader, brw_nir_lower_tue_outputs, &prog_data->map);
+ NIR_PASS_V(shader, brw_nir_lower_load_uniforms);
NIR_PASS_V(shader, brw_nir_lower_simd, dispatch_width);
brw_postprocess_nir(shader, compiler, true /* is_scalar */, debug_enabled,
@@ -522,6 +554,11 @@ brw_compile_mesh(const struct brw_compiler *compiler,
NIR_PASS_V(shader, brw_nir_lower_tue_inputs, params->tue_map);
NIR_PASS_V(shader, brw_nir_lower_mue_outputs, &prog_data->map);
NIR_PASS_V(shader, brw_nir_adjust_offset_for_arrayed_indices, &prog_data->map);
+
+ /* Load uniforms can do a better job for constants, so fold before it. */
+ NIR_PASS_V(shader, nir_opt_constant_folding);
+ NIR_PASS_V(shader, brw_nir_lower_load_uniforms);
+
NIR_PASS_V(shader, brw_nir_lower_simd, dispatch_width);
brw_postprocess_nir(shader, compiler, true /* is_scalar */, debug_enabled,
@@ -937,6 +974,12 @@ fs_visitor::nir_emit_task_mesh_intrinsic(const fs_builder &bld,
dest = get_nir_dest(instr->dest);
switch (instr->intrinsic) {
+ case nir_intrinsic_load_mesh_global_arg_addr_intel:
+ assert(payload.num_regs == 3 || payload.num_regs == 4);
+ /* Passed in the Inline Parameter, the last element of the payload. */
+ bld.MOV(dest, retype(brw_vec1_grf(payload.num_regs - 1, 0), dest.type));
+ break;
+
case nir_intrinsic_load_local_invocation_index:
case nir_intrinsic_load_local_invocation_id:
/* Local_ID.X is given by the HW in the shader payload. */
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