[Mesa-dev] [PATCH 2/2] radv: copy indirect lowering settings from radeonsi
Samuel Pitoiset
samuel.pitoiset at gmail.com
Thu Oct 19 08:43:10 UTC 2017
On 10/19/2017 12:27 AM, Timothy Arceri wrote:
> It looks the original indirect mask was probably copied from
> ANV.
>
> Sascha Willems demo results:
>
> tessellation ~4000 -> ~4200 fps
>
> V2: continue lowering local indirect due to llvm deficiencies.
>
> Cc: Alex Smith <asmith at feralinteractive.com>
> ---
> src/amd/vulkan/radv_shader.c | 27 ++++++++++++++++++++++++++-
> 1 file changed, 26 insertions(+), 1 deletion(-)
>
> diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
> index 055787a705..faba0c50e9 100644
> --- a/src/amd/vulkan/radv_shader.c
> +++ b/src/amd/vulkan/radv_shader.c
> @@ -238,22 +238,47 @@ radv_shader_compile_to_nir(struct radv_device *device,
> NIR_PASS_V(nir, nir_lower_constant_initializers, ~0);
> NIR_PASS_V(nir, nir_lower_system_values);
> NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
> }
>
> /* Vulkan uses the separate-shader linking model */
> nir->info.separate_shader = true;
>
> nir_shader_gather_info(nir, entry_point->impl);
>
> + /* While it would be nice not to have this flag, we are constrained
> + * by the reality that LLVM 5.0 doesn't have working VGPR indexing
> + * on GFX9.
> + */
> + bool llvm_has_working_vgpr_indexing =
> + device->physical_device->rad_info.chip_class <= VI;
I would prefer to see a boolean in radv_device instead. That way, all
chip-dependent capabilities are defined and grouped there.
For now, patch 1 is:
Reviewed-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> +
> + /* TODO: Indirect indexing of GS inputs is unimplemented.
> + *
> + * TCS and TES load inputs directly from LDS or offchip memory, so
> + * indirect indexing is trivial.
> + */
> nir_variable_mode indirect_mask = 0;
> - indirect_mask |= nir_var_shader_in;
> + if (nir->stage == MESA_SHADER_GEOMETRY ||
> + (nir->stage != MESA_SHADER_TESS_CTRL &&
> + nir->stage != MESA_SHADER_TESS_EVAL &&
> + !llvm_has_working_vgpr_indexing)) {
> + indirect_mask |= nir_var_shader_in;
> + }
> +
> + /* TODO: We shouldn't need to do this, however LLVM isn't currently
> + * smart enough to handle indirects without causing excess spilling
> + * causing the gpu to hang.
> + *
> + * See the following thread for more details of the problem:
> + * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
> + */
> indirect_mask |= nir_var_local;
>
> nir_lower_indirect_derefs(nir, indirect_mask);
>
> static const nir_lower_tex_options tex_options = {
> .lower_txp = ~0,
> };
>
> nir_lower_tex(nir, &tex_options);
>
>
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