[Mesa-dev] [PATCH 5/8] nir: add varying component packing helpers

Nicolai Hähnle nhaehnle at gmail.com
Wed Nov 29 11:13:32 UTC 2017


On 21.11.2017 04:28, Timothy Arceri wrote:
> v2: update shader info input/output masks when pack components
> v3: make sure interpolation loc matches, this is required for the
>      radeonsi NIR backend.
> 
> Reviewed-by: Bas Nieuwenhuizen <bas at basnieuwenhuizen.nl> (v1)
> ---
>   src/compiler/nir/nir.h                 |   2 +
>   src/compiler/nir/nir_linking_helpers.c | 302 +++++++++++++++++++++++++++++++++
>   2 files changed, 304 insertions(+)
> 
> diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
> index c62af4afb9..5832c05680 100644
> --- a/src/compiler/nir/nir.h
> +++ b/src/compiler/nir/nir.h
> @@ -2441,20 +2441,22 @@ void nir_lower_io_to_temporaries(nir_shader *shader,
>                                    nir_function_impl *entrypoint,
>                                    bool outputs, bool inputs);
>   
>   void nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint);
>   
>   void nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
>                                 int (*type_size)(const struct glsl_type *));
>   
>   /* Some helpers to do very simple linking */
>   bool nir_remove_unused_varyings(nir_shader *producer, nir_shader *consumer);
> +void nir_compact_varyings(nir_shader *producer, nir_shader *consumer,
> +                          bool default_to_smooth_interp);
>   
>   typedef enum {
>      /* If set, this forces all non-flat fragment shader inputs to be
>       * interpolated as if with the "sample" qualifier.  This requires
>       * nir_shader_compiler_options::use_interpolated_input_intrinsics.
>       */
>      nir_lower_io_force_sample_interpolation = (1 << 1),
>   } nir_lower_io_options;
>   bool nir_lower_io(nir_shader *shader,
>                     nir_variable_mode modes,
> diff --git a/src/compiler/nir/nir_linking_helpers.c b/src/compiler/nir/nir_linking_helpers.c
> index 4d709c1b3c..7a1d98d7b9 100644
> --- a/src/compiler/nir/nir_linking_helpers.c
> +++ b/src/compiler/nir/nir_linking_helpers.c
> @@ -166,10 +166,312 @@ nir_remove_unused_varyings(nir_shader *producer, nir_shader *consumer)
>   
>      bool progress = false;
>      progress = remove_unused_io_vars(producer, &producer->outputs, read,
>                                       patches_read);
>   
>      progress = remove_unused_io_vars(consumer, &consumer->inputs, written,
>                                       patches_written) || progress;
>   
>      return progress;
>   }
> +
> +static uint8_t
> +get_interp_type(nir_variable *var, bool default_to_smooth_interp)
> +{
> +   if (var->data.interpolation != INTERP_MODE_NONE)
> +      return var->data.interpolation;
> +   else if (default_to_smooth_interp)
> +      return INTERP_MODE_SMOOTH;
> +   else
> +      return INTERP_MODE_NONE;
> +}
> +
> +#define INTERPOLATE_LOC_SAMPLE 0
> +#define INTERPOLATE_LOC_CENTROID 1
> +#define INTERPOLATE_LOC_CENTER 2
> +
> +static uint8_t
> +get_interp_loc(nir_variable *var)
> +{
> +   if (var->data.sample)
> +      return INTERPOLATE_LOC_SAMPLE;
> +   else if (var->data.centroid)
> +      return INTERPOLATE_LOC_CENTROID;
> +   else
> +      return INTERPOLATE_LOC_CENTER;
> +}
> +
> +static void
> +get_slot_component_masks_and_interp_types(struct exec_list *var_list,
> +                                          uint8_t *comps,
> +                                          uint8_t *interp_type,
> +                                          uint8_t *interp_loc,
> +                                          gl_shader_stage stage,
> +                                          bool default_to_smooth_interp)
> +{
> +   nir_foreach_variable_safe(var, var_list) {
> +      assert(var->data.location >= 0);
> +
> +      /* Only remap things that aren't built-ins.
> +       * TODO: add TES patch support.
> +       */
> +      if (var->data.location >= VARYING_SLOT_VAR0 &&
> +          var->data.location - VARYING_SLOT_VAR0 < 32) {
> +
> +         const struct glsl_type *type = var->type;
> +         if (nir_is_per_vertex_io(var, stage)) {
> +            assert(glsl_type_is_array(type));
> +            type = glsl_get_array_element(type);
> +         }
> +
> +         unsigned location = var->data.location - VARYING_SLOT_VAR0;
> +         unsigned elements =
> +            glsl_get_vector_elements(glsl_without_array(type));
> +
> +         bool dual_slot = glsl_type_is_dual_slot(glsl_without_array(type));
> +         unsigned slots = glsl_count_attribute_slots(type, false);
> +         unsigned comps_slot2 = 0;
> +         for (unsigned i = 0; i < slots; i++) {
> +            interp_type[location + i] =
> +               get_interp_type(var, default_to_smooth_interp);
> +            interp_loc[location + i] = get_interp_loc(var);
> +
> +            if (dual_slot) {
> +               if (i & 1) {
> +                  comps[location + i] |= ((1 << comps_slot2) - 1);
> +               } else {
> +                  unsigned num_comps = 4 - var->data.location_frac;
> +                  comps_slot2 = (elements * 2) - num_comps;
> +
> +                  /* Assume ARB_enhanced_layouts packing rules for doubles */
> +                  assert(var->data.location_frac == 0 ||
> +                         var->data.location_frac == 2);
> +                  assert(comps_slot2 <= 4);
> +
> +                  comps[location + i] |=
> +                     ((1 << num_comps) - 1) << var->data.location_frac;
> +               }
> +            } else {
> +               comps[location + i] |=
> +                  ((1 << elements) - 1) << var->data.location_frac;
> +            }
> +         }
> +      }
> +   }
> +}
> +
> +struct varying_loc
> +{
> +   uint8_t component;
> +   uint32_t location;
> +};
> +
> +static void
> +remap_slots_and_components(struct exec_list *var_list, gl_shader_stage stage,
> +                           struct varying_loc (*remap)[4], uint64_t *slots_used)
> + {
> +   /* We don't touch builtins so just copy the bitmask */
> +   uint64_t slots_used_tmp =
> +      *slots_used & (((uint64_t)1 << (VARYING_SLOT_VAR0 - 1)) - 1);
> +
> +   nir_foreach_variable(var, var_list) {
> +      assert(var->data.location >= 0);
> +
> +      /* Only remap things that aren't built-ins */
> +      if (var->data.location >= VARYING_SLOT_VAR0 &&
> +          var->data.location - VARYING_SLOT_VAR0 < 32) {
> +         assert(var->data.location - VARYING_SLOT_VAR0 < 32);
> +         assert(remap[var->data.location - VARYING_SLOT_VAR0] >= 0);
> +
> +         unsigned location = var->data.location - VARYING_SLOT_VAR0;
> +         struct varying_loc *new_loc = &remap[location][var->data.location_frac];
> +         if (new_loc->location) {
> +            var->data.location = new_loc->location;
> +            var->data.location_frac = new_loc->component;
> +         }
> +
> +         const struct glsl_type *type = var->type;
> +         if (nir_is_per_vertex_io(var, stage)) {
> +            assert(glsl_type_is_array(type));
> +            type = glsl_get_array_element(type);
> +         }
> +
> +         unsigned slots = glsl_count_attribute_slots(type, false);
> +         if (var->data.always_active_io) {
> +            /* We can't apply link time optimisations (specifically array
> +             * splitting) to these so we need to copy the existing mask
> +             * otherwise we will mess up the mask for things like partially
> +             * marked arrays.
> +             */
> +            slots_used_tmp |=
> +               *slots_used & (((uint64_t)1 << slots) - 1) << var->data.location;
> +         } else {
> +            for (unsigned i = 0; i < slots; i++) {
> +               slots_used_tmp |= (uint64_t)1 << (var->data.location + i);
> +            }
> +         }
> +      }
> +   }
> +
> +   *slots_used = slots_used_tmp;
> +}
> +
> +/* If there are empty components in the slot compact the remaining components
> + * as close to component 0 as possible. This will make it easier to fill the
> + * empty components with components from a different slot in a following pass.
> + */
> +static void
> +compact_components(nir_shader *producer, nir_shader *consumer, uint8_t *comps,
> +                   uint8_t *interp_type, uint8_t *interp_loc,
> +                   bool default_to_smooth_interp)
> +{
> +   struct exec_list *input_list = &consumer->inputs;
> +   struct exec_list *output_list = &producer->outputs;
> +   struct varying_loc remap[32][4] = {{{0}, {0}}};
> +
> +   /* Create a cursor for each interpolation type */
> +   unsigned cursor[4] = {0};
> +
> +   /* We only need to pass over one stage and we choose the consumer as it seems
> +    * to cause a larger reduction in instruction counts (tested on i965).
> +    */
> +   nir_foreach_variable(var, input_list) {
> +
> +      /* Only remap things that aren't builtins.
> +       * TODO: add TES patch support.
> +       */
> +      if (var->data.location >= VARYING_SLOT_VAR0 &&
> +          var->data.location - VARYING_SLOT_VAR0 < 32) {
> +
> +         /* We can't repack xfb varyings. */
> +         if (var->data.always_active_io)
> +            continue;
> +
> +         const struct glsl_type *type = var->type;
> +         if (nir_is_per_vertex_io(var, consumer->info.stage)) {
> +            assert(glsl_type_is_array(type));
> +            type = glsl_get_array_element(type);
> +         }
> +
> +         /* Skip types that require more complex packing handling.
> +          * TODO: add support for these types.
> +          */
> +         if (glsl_type_is_array(type) ||
> +             glsl_type_is_dual_slot(type) ||
> +             glsl_type_is_matrix(type) ||
> +             glsl_type_is_struct(type) ||
> +             glsl_type_is_64bit(type))
> +            continue;
> +
> +         /* We ignore complex types above and all other vector types should
> +          * have been split into scalar variables by the lower_io_to_scalar
> +          * pass. The only exeption should by OpenGL xfb varyings.
> +          */
> +         if (glsl_get_vector_elements(type) != 1)
> +            continue;
> +
> +         unsigned location = var->data.location - VARYING_SLOT_VAR0;
> +         uint8_t used_comps = comps[location];
> +
> +         /* If there are no empty components there is nothing more for us to do.
> +          */
> +         if (used_comps == 0xf)
> +            continue;
> +
> +         bool found_new_offset = false;
> +         uint8_t interp = get_interp_type(var, default_to_smooth_interp);
> +         for (; cursor[interp] < 32; cursor[interp]++) {
> +            uint8_t cursor_used_comps = comps[cursor[interp]];
> +
> +            /* We couldn't find anywhere to pack the varying continue on. */
> +            if (cursor[interp] == location &&
> +                (var->data.location_frac == 0 ||
> +                 cursor_used_comps & ((1 << (var->data.location_frac)) - 1)))
> +               break;
> +
> +            /* We can only pack varyings with matching interpolation types */
> +            if (interp_type[cursor[interp]] != interp)
> +               continue;
> +
> +            /* Interpolation loc must match also.
> +             * TODO: i965 can handle these if they don't match, but the
> +             * radeonsi nir backend handles everything as vec4s and so expects
> +             * this to be the same for all components. We could make this
> +             * check driver specfific or drop it if NIR ever become the only
> +             * radeonsi backend.

We could also change the radeonsi backend. Flat vs. non-flat is 
per-vec4, but the location can be changed per component.

Anyway,

Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>


> +             */
> +            if (interp_loc[cursor[interp]] != get_interp_loc(var))
> +               continue;
> +
> +            /* If the slot is empty just skip it for now, compact_var_list()
> +             * can be called after this function to remove empty slots for us.
> +             * TODO: finish implementing compact_var_list() requires array and
> +             * matrix splitting.
> +             */
> +            if (!cursor_used_comps)
> +               continue;
> +
> +            uint8_t unused_comps = ~cursor_used_comps;
> +
> +            for (unsigned i = 0; i < 4; i++) {
> +               uint8_t new_var_comps = 1 << i;
> +               if (unused_comps & new_var_comps) {
> +                  remap[location][var->data.location_frac].component = i;
> +                  remap[location][var->data.location_frac].location =
> +                     cursor[interp] + VARYING_SLOT_VAR0;
> +
> +                  found_new_offset = true;
> +
> +                  /* Turn off the mask for the component we are remapping */
> +                  if (comps[location] & 1 << var->data.location_frac) {
> +                     comps[location] ^= 1 << var->data.location_frac;
> +                     comps[cursor[interp]] |= new_var_comps;
> +                  }
> +                  break;
> +               }
> +            }
> +
> +            if (found_new_offset)
> +               break;
> +         }
> +      }
> +   }
> +
> +   remap_slots_and_components(input_list, consumer->info.stage, remap,
> +                              &consumer->info.inputs_read);
> +   remap_slots_and_components(output_list, producer->info.stage, remap,
> +                              &producer->info.outputs_written);
> +}
> +
> +/* We assume that this has been called more-or-less directly after
> + * remove_unused_varyings.  At this point, all of the varyings that we
> + * aren't going to be using have been completely removed and the
> + * inputs_read and outputs_written fields in nir_shader_info reflect
> + * this.  Therefore, the total set of valid slots is the OR of the two
> + * sets of varyings;  this accounts for varyings which one side may need
> + * to read/write even if the other doesn't.  This can happen if, for
> + * instance, an array is used indirectly from one side causing it to be
> + * unsplittable but directly from the other.
> + */
> +void
> +nir_compact_varyings(nir_shader *producer, nir_shader *consumer,
> +                     bool default_to_smooth_interp)
> +{
> +   assert(producer->info.stage != MESA_SHADER_FRAGMENT);
> +   assert(consumer->info.stage != MESA_SHADER_VERTEX);
> +
> +   uint8_t comps[32] = {0};
> +   uint8_t interp_type[32] = {0};
> +   uint8_t interp_loc[32] = {0};
> +
> +   get_slot_component_masks_and_interp_types(&producer->outputs, comps,
> +                                             interp_type, interp_loc,
> +                                             producer->info.stage,
> +                                             default_to_smooth_interp);
> +   get_slot_component_masks_and_interp_types(&consumer->inputs, comps,
> +                                             interp_type, interp_loc,
> +                                             consumer->info.stage,
> +                                             default_to_smooth_interp);
> +
> +   compact_components(producer, consumer, comps, interp_type, interp_loc,
> +                      default_to_smooth_interp);
> +}
> 


-- 
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.


More information about the mesa-dev mailing list