[Mesa-dev] [PATCH 2/2] radv: copy indirect lowering settings from radeonsi

Samuel Pitoiset samuel.pitoiset at gmail.com
Thu Oct 19 09:06:46 UTC 2017



On 10/19/2017 11:03 AM, Timothy Arceri wrote:
> On 19/10/17 19:43, Samuel Pitoiset wrote:
>>
>>
>> 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.
> 
> This is an llvm limitation rather than a chip limitation if it makes any 
> difference.

Yeah, limitation or capability whatever :).

Feel free to change it (or not), but I think it's better.

> 
>>
>> 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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