[Mesa-dev] [PATCH 02/26] nir: Use writemasked store_vars in glsl_to_nir.
Kenneth Graunke
kenneth at whitecape.org
Wed Dec 2 16:15:43 PST 2015
Instead of performing the read-modify-write cycle in glsl->nir, we can
simply emit a partial writemask. For locals, nir_lower_vars_to_ssa will
do the equivalent read-modify-write cycle for us, so we continue to get
the same SSA values we had before.
Because glsl_to_nir calls nir_lower_outputs_to_temporaries, all outputs
are shadowed with temporary values, and written out as whole vectors at
the end of the shader. So, most consumers will still not see partial
writemasks.
However, nir_lower_outputs_to_temporaries bails for tessellation control
shader outputs. So those remain actual variables, and stores to those
variables now get a writemask. nir_lower_io passes that through. This
means that TCS outputs should actually work now.
This is a functional change for tessellation control shaders.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/glsl/nir/glsl_to_nir.cpp | 39 +++++++++------------------------------
1 file changed, 9 insertions(+), 30 deletions(-)
diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
index 5c84b0d..0d33eaa 100644
--- a/src/glsl/nir/glsl_to_nir.cpp
+++ b/src/glsl/nir/glsl_to_nir.cpp
@@ -1044,44 +1044,23 @@ nir_visitor::visit(ir_assignment *ir)
nir_ssa_def *src = evaluate_rvalue(ir->rhs);
if (ir->write_mask != (1 << num_components) - 1 && ir->write_mask != 0) {
- /*
- * We have no good way to update only part of a variable, so just load
- * the LHS and do a vec operation to combine the old with the new, and
- * then store it
- * back into the LHS. Copy propagation should get rid of the mess.
+ /* GLSL IR will give us the input to the write-masked assignment in a
+ * single packed vector. So, for example, if the writemask is xzw, then
+ * we have to swizzle x -> x, y -> z, and z -> w and get the y component
+ * from the load.
*/
-
- nir_intrinsic_instr *load =
- nir_intrinsic_instr_create(this->shader, nir_intrinsic_load_var);
- load->num_components = ir->lhs->type->vector_elements;
- nir_ssa_dest_init(&load->instr, &load->dest, num_components, NULL);
- load->variables[0] = lhs_deref;
- ralloc_steal(load, load->variables[0]);
- nir_builder_instr_insert(&b, &load->instr);
-
- nir_ssa_def *srcs[4];
-
+ unsigned swiz[4];
unsigned component = 0;
- for (unsigned i = 0; i < ir->lhs->type->vector_elements; i++) {
- if (ir->write_mask & (1 << i)) {
- /* GLSL IR will give us the input to the write-masked assignment
- * in a single packed vector. So, for example, if the
- * writemask is xzw, then we have to swizzle x -> x, y -> z,
- * and z -> w and get the y component from the load.
- */
- srcs[i] = nir_channel(&b, src, component++);
- } else {
- srcs[i] = nir_channel(&b, &load->dest.ssa, i);
- }
+ for (unsigned i = 0; i < 4; i++) {
+ swiz[i] = ir->write_mask & (1 << i) ? component++ : 0;
}
-
- src = nir_vec(&b, srcs, ir->lhs->type->vector_elements);
+ src = nir_swizzle(&b, src, swiz, num_components, !supports_ints);
}
nir_intrinsic_instr *store =
nir_intrinsic_instr_create(this->shader, nir_intrinsic_store_var);
store->num_components = ir->lhs->type->vector_elements;
- store->const_index[0] = (1 << store->num_components) - 1;
+ store->const_index[0] = ir->write_mask;
nir_deref *store_deref = nir_copy_deref(store, &lhs_deref->deref);
store->variables[0] = nir_deref_as_var(store_deref);
store->src[0] = nir_src_for_ssa(src);
--
2.6.2
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