[Mesa-dev] [PATCH 06/92] nir/lower_system_values: add support for the FRAG_COORD system value
Nicolai Hähnle
nhaehnle at gmail.com
Mon Jul 3 15:51:08 UTC 2017
On 03.07.2017 02:50, Timothy Arceri wrote:
> On 03/07/17 10:46, Timothy Arceri wrote:
>> This and the previous patch seem a bit hacky to me. It seems it would
>> be better to either plum the system value all the way through NIR for
>> all drivers or simply disable GLSLFragCoordIsSysVal when radeonsi is
>> going to be using the NIR path.
>
> Well maybe not disable, but surely we could ignore it.
I agree that it's a bit hacky, but having FragCoord as a system value is
cleaner more logical at least in radeonsi. Since this isn't necessarily
true for all drivers, I don't think it makes sense to do the "plumbing
through for all drivers".
Though I could change this patch to add a load_frag_coord NIR intrinsic
instead, that would be slightly cleaner.
Cheers,
Nicolai
>
>>
>> On 27/06/17 00:09, Nicolai Hähnle wrote:
>>> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>>>
>>> Arguably this could convert to a load intrinsic, but other code paths
>>> already expect this as a fragment shader input.
>>> ---
>>> src/compiler/nir/nir_lower_system_values.c | 36
>>> ++++++++++++++++++++++++++----
>>> 1 file changed, 32 insertions(+), 4 deletions(-)
>>>
>>> diff --git a/src/compiler/nir/nir_lower_system_values.c
>>> b/src/compiler/nir/nir_lower_system_values.c
>>> index 810100a..64a1354 100644
>>> --- a/src/compiler/nir/nir_lower_system_values.c
>>> +++ b/src/compiler/nir/nir_lower_system_values.c
>>> @@ -21,22 +21,46 @@
>>> * IN THE SOFTWARE.
>>> *
>>> * Authors:
>>> * Connor Abbott (cwabbott0 at gmail.com)
>>> *
>>> */
>>> #include "nir.h"
>>> #include "nir_builder.h"
>>> +static nir_ssa_def *
>>> +get_frag_coord(nir_builder *b, nir_shader *shader, nir_variable *orig)
>>> +{
>>> + nir_variable *pos = NULL;
>>> +
>>> + assert(shader->stage == MESA_SHADER_FRAGMENT);
>>> +
>>> + nir_foreach_variable(var, &shader->inputs) {
>>> + if (var->data.location == VARYING_SLOT_POS) {
>>> + pos = var;
>>> + break;
>>> + }
>>> + }
>>> +
>>> + if (!pos) {
>>> + pos = nir_variable_create(shader, nir_var_shader_in,
>>> glsl_vec4_type(), "gl_FragCoord");
>>> + pos->data.location = VARYING_SLOT_POS;
>>> + pos->data.pixel_center_integer = orig->data.pixel_center_integer;
>>> + pos->data.origin_upper_left = orig->data.origin_upper_left;
>>> + }
>>> +
>>> + return nir_load_var(b, pos);
>>> +}
>>> +
>>> static bool
>>> -convert_block(nir_block *block, nir_builder *b)
>>> +convert_block(nir_block *block, nir_builder *b, nir_shader *shader)
>>> {
>>> bool progress = false;
>>> nir_foreach_instr_safe(instr, block) {
>>> if (instr->type != nir_instr_type_intrinsic)
>>> continue;
>>> nir_intrinsic_instr *load_var = nir_instr_as_intrinsic(instr);
>>> if (load_var->intrinsic != nir_intrinsic_load_var)
>>> @@ -109,59 +133,63 @@ convert_block(nir_block *block, nir_builder *b)
>>> sysval = nir_load_vertex_id(b);
>>> }
>>> break;
>>> case SYSTEM_VALUE_INSTANCE_INDEX:
>>> sysval = nir_iadd(b,
>>> nir_load_instance_id(b),
>>> nir_load_base_instance(b));
>>> break;
>>> + case SYSTEM_VALUE_FRAG_COORD:
>>> + sysval = get_frag_coord(b, shader, var);
>>> + break;
>>> +
>>> default:
>>> break;
>>> }
>>> if (sysval == NULL) {
>>> nir_intrinsic_op sysval_op =
>>> nir_intrinsic_from_system_value(var->data.location);
>>> sysval = nir_load_system_value(b, sysval_op, 0);
>>> }
>>> nir_ssa_def_rewrite_uses(&load_var->dest.ssa,
>>> nir_src_for_ssa(sysval));
>>> nir_instr_remove(&load_var->instr);
>>> progress = true;
>>> }
>>> return progress;
>>> }
>>> static bool
>>> -convert_impl(nir_function_impl *impl)
>>> +convert_impl(nir_function_impl *impl, nir_shader *shader)
>>> {
>>> bool progress = false;
>>> nir_builder builder;
>>> nir_builder_init(&builder, impl);
>>> nir_foreach_block(block, impl) {
>>> - progress |= convert_block(block, &builder);
>>> + progress |= convert_block(block, &builder, shader);
>>> }
>>> nir_metadata_preserve(impl, nir_metadata_block_index |
>>> nir_metadata_dominance);
>>> return progress;
>>> }
>>> bool
>>> nir_lower_system_values(nir_shader *shader)
>>> {
>>> bool progress = false;
>>> nir_foreach_function(function, shader) {
>>> if (function->impl)
>>> - progress = convert_impl(function->impl) || progress;
>>> + progress = convert_impl(function->impl, shader) || progress;
>>> }
>>> exec_list_make_empty(&shader->system_values);
>>> return progress;
>>> }
>>>
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