[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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