[Mesa-stable] [PATCH] radv: Always lower indirect derefs after nir_lower_global_vars_to_local.
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Thu Feb 15 20:40:44 UTC 2018
Otherwise new local variables can cause hangs on vega.
CC: <mesa-stable at lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105098
---
src/amd/vulkan/radv_pipeline.c | 11 +++++--
src/amd/vulkan/radv_shader.c | 74 +++++++++++++++++++++++-------------------
src/amd/vulkan/radv_shader.h | 4 +++
3 files changed, 53 insertions(+), 36 deletions(-)
diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c
index 8f872e7c14..0d1958fc93 100644
--- a/src/amd/vulkan/radv_pipeline.c
+++ b/src/amd/vulkan/radv_pipeline.c
@@ -1525,9 +1525,16 @@ radv_link_shaders(struct radv_pipeline *pipeline, nir_shader **shaders)
ordered_shaders[i - 1]);
if (progress) {
- nir_lower_global_vars_to_local(ordered_shaders[i]);
+ if (nir_lower_global_vars_to_local(ordered_shaders[i])) {
+ radv_lower_indirect_derefs(ordered_shaders[i],
+ pipeline->device->physical_device);
+ }
radv_optimize_nir(ordered_shaders[i]);
- nir_lower_global_vars_to_local(ordered_shaders[i - 1]);
+
+ if (nir_lower_global_vars_to_local(ordered_shaders[i - 1])) {
+ radv_lower_indirect_derefs(ordered_shaders[i - 1],
+ pipeline->device->physical_device);
+ }
radv_optimize_nir(ordered_shaders[i - 1]);
}
}
diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 42f83bb335..d9b8e209a9 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -114,6 +114,45 @@ void radv_DestroyShaderModule(
vk_free2(&device->alloc, pAllocator, module);
}
+bool
+radv_lower_indirect_derefs(struct nir_shader *nir,
+ struct radv_physical_device *device)
+{
+ /* 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->rad_info.chip_class <= VI;
+
+ /* 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;
+ if (nir->info.stage == MESA_SHADER_GEOMETRY ||
+ (nir->info.stage != MESA_SHADER_TESS_CTRL &&
+ nir->info.stage != MESA_SHADER_TESS_EVAL &&
+ !llvm_has_working_vgpr_indexing)) {
+ indirect_mask |= nir_var_shader_in;
+ }
+ if (!llvm_has_working_vgpr_indexing &&
+ nir->info.stage != MESA_SHADER_TESS_CTRL)
+ indirect_mask |= nir_var_shader_out;
+
+ /* 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;
+
+ return nir_lower_indirect_derefs(nir, indirect_mask);
+}
+
void
radv_optimize_nir(struct nir_shader *shader)
{
@@ -254,40 +293,6 @@ radv_shader_compile_to_nir(struct radv_device *device,
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;
-
- /* 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;
- if (nir->info.stage == MESA_SHADER_GEOMETRY ||
- (nir->info.stage != MESA_SHADER_TESS_CTRL &&
- nir->info.stage != MESA_SHADER_TESS_EVAL &&
- !llvm_has_working_vgpr_indexing)) {
- indirect_mask |= nir_var_shader_in;
- }
- if (!llvm_has_working_vgpr_indexing &&
- nir->info.stage != MESA_SHADER_TESS_CTRL)
- indirect_mask |= nir_var_shader_out;
-
- /* 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,
};
@@ -298,6 +303,7 @@ radv_shader_compile_to_nir(struct radv_device *device,
nir_lower_var_copies(nir);
nir_lower_global_vars_to_local(nir);
nir_remove_dead_variables(nir, nir_var_local);
+ radv_lower_indirect_derefs(nir, device->physical_device);
radv_optimize_nir(nir);
return nir;
diff --git a/src/amd/vulkan/radv_shader.h b/src/amd/vulkan/radv_shader.h
index b07f8a89e7..31fe739771 100644
--- a/src/amd/vulkan/radv_shader.h
+++ b/src/amd/vulkan/radv_shader.h
@@ -104,6 +104,10 @@ void
radv_shader_variant_destroy(struct radv_device *device,
struct radv_shader_variant *variant);
+bool
+radv_lower_indirect_derefs(struct nir_shader *nir,
+ struct radv_physical_device *device);
+
const char *
radv_get_shader_name(struct radv_shader_variant *var, gl_shader_stage stage);
--
2.16.1
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