[Mesa-dev] [PATCH 01/15] nir: add array lowering function that assumes there are no indirects

Timothy Arceri tarceri at itsqueeze.com
Wed Nov 22 10:29:48 UTC 2017


The gallium glsl->nir pass currently lowers away all indirects on both inputs
and outputs. This fuction allows us to lower vs inputs and fs outputs and also
lower things one stage at a time as we don't need to worry about indirects
on the other side of the shaders interface.
---
 src/compiler/nir/nir.h                             |  1 +
 src/compiler/nir/nir_lower_io_arrays_to_elements.c | 44 +++++++++++++++++++++-
 2 files changed, 44 insertions(+), 1 deletion(-)

diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
index 5832c05680..97f38e7c73 100644
--- a/src/compiler/nir/nir.h
+++ b/src/compiler/nir/nir.h
@@ -2478,20 +2478,21 @@ bool nir_lower_constant_initializers(nir_shader *shader,
 
 bool nir_move_vec_src_uses_to_dest(nir_shader *shader);
 bool nir_lower_vec_to_movs(nir_shader *shader);
 void nir_lower_alpha_test(nir_shader *shader, enum compare_func func,
                           bool alpha_to_one);
 bool nir_lower_alu_to_scalar(nir_shader *shader);
 bool nir_lower_load_const_to_scalar(nir_shader *shader);
 bool nir_lower_read_invocation_to_scalar(nir_shader *shader);
 bool nir_lower_phis_to_scalar(nir_shader *shader);
 void nir_lower_io_arrays_to_elements(nir_shader *producer, nir_shader *consumer);
+void nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader);
 void nir_lower_io_to_scalar(nir_shader *shader, nir_variable_mode mask);
 void nir_lower_io_to_scalar_early(nir_shader *shader, nir_variable_mode mask);
 
 bool nir_lower_samplers(nir_shader *shader,
                         const struct gl_shader_program *shader_program);
 bool nir_lower_samplers_as_deref(nir_shader *shader,
                                  const struct gl_shader_program *shader_program);
 
 typedef struct nir_lower_subgroups_options {
    uint8_t subgroup_size;
diff --git a/src/compiler/nir/nir_lower_io_arrays_to_elements.c b/src/compiler/nir/nir_lower_io_arrays_to_elements.c
index c41f300edb..29076bf79b 100644
--- a/src/compiler/nir/nir_lower_io_arrays_to_elements.c
+++ b/src/compiler/nir/nir_lower_io_arrays_to_elements.c
@@ -28,38 +28,41 @@
  *
  * Split arrays/matrices with direct indexing into individual elements. This
  * will allow optimisation passes to better clean up unused elements.
  *
  */
 
 static unsigned
 get_io_offset(nir_builder *b, nir_deref_var *deref, nir_variable *var,
               unsigned *element_index)
 {
+   bool vs_in = (b->shader->info.stage == MESA_SHADER_VERTEX) &&
+                (var->data.mode == nir_var_shader_in);
+
    nir_deref *tail = &deref->deref;
 
    /* For per-vertex input arrays (i.e. geometry shader inputs), skip the
     * outermost array index.  Process the rest normally.
     */
    if (nir_is_per_vertex_io(var, b->shader->info.stage)) {
       tail = tail->child;
    }
 
    unsigned offset = 0;
    while (tail->child != NULL) {
       tail = tail->child;
 
       if (tail->deref_type == nir_deref_type_array) {
          nir_deref_array *deref_array = nir_deref_as_array(tail);
          assert(deref_array->deref_array_type != nir_deref_array_type_indirect);
 
-         unsigned size = glsl_count_attribute_slots(tail->type, false);
+         unsigned size = glsl_count_attribute_slots(tail->type, vs_in);
          offset += size * deref_array->base_offset;
 
          unsigned num_elements = glsl_type_is_array(tail->type) ?
             glsl_get_aoa_size(tail->type) : 1;
 
          num_elements *= glsl_type_is_matrix(glsl_without_array(tail->type)) ?
             glsl_get_matrix_columns(glsl_without_array(tail->type)) : 1;
 
          *element_index += num_elements * deref_array->base_offset;
       } else if (tail->deref_type == nir_deref_type_struct) {
@@ -324,20 +327,59 @@ lower_io_arrays_to_elements(nir_shader *shader, nir_variable_mode mask,
                   break;
                default:
                   break;
                }
             }
          }
       }
    }
 }
 
+void
+nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader)
+{
+   struct hash_table *split_inputs =
+      _mesa_hash_table_create(NULL, _mesa_hash_pointer,
+                              _mesa_key_pointer_equal);
+   struct hash_table *split_outputs =
+      _mesa_hash_table_create(NULL, _mesa_hash_pointer,
+                              _mesa_key_pointer_equal);
+
+   uint64_t indirects[4] = {0}, patch_indirects[4] = {0};
+
+   lower_io_arrays_to_elements(shader, nir_var_shader_out, indirects,
+                               patch_indirects, split_outputs);
+
+   lower_io_arrays_to_elements(shader, nir_var_shader_in, indirects,
+                               patch_indirects, split_inputs);
+
+   /* Remove old input from the shaders inputs list */
+   struct hash_entry *entry;
+   hash_table_foreach(split_inputs, entry) {
+      nir_variable *var = (nir_variable *) entry->key;
+      exec_node_remove(&var->node);
+
+      free(entry->data);
+   }
+
+   /* Remove old output from the shaders outputs list */
+   hash_table_foreach(split_outputs, entry) {
+      nir_variable *var = (nir_variable *) entry->key;
+      exec_node_remove(&var->node);
+
+      free(entry->data);
+   }
+
+   _mesa_hash_table_destroy(split_inputs, NULL);
+   _mesa_hash_table_destroy(split_outputs, NULL);
+}
+
 void
 nir_lower_io_arrays_to_elements(nir_shader *producer, nir_shader *consumer)
 {
    struct hash_table *split_inputs =
       _mesa_hash_table_create(NULL, _mesa_hash_pointer,
                               _mesa_key_pointer_equal);
    struct hash_table *split_outputs =
       _mesa_hash_table_create(NULL, _mesa_hash_pointer,
                               _mesa_key_pointer_equal);
 
-- 
2.14.3



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