nir_variable *vertex_flags_out;
struct exec_list old_outputs;
+ struct exec_list new_outputs;
struct exec_list emit_outputs;
- nir_ssa_def *outer_levels[4];
- nir_ssa_def *inner_levels[2];
+ /* tess ctrl shader on a650 gets the local primitive id at different bits: */
+ unsigned local_primitive_id_start;
};
static nir_ssa_def *
static nir_ssa_def *
build_local_primitive_id(nir_builder *b, struct state *state)
{
- return bitfield_extract(b, state->header, 0, 63);
+ return bitfield_extract(b, state->header, state->local_primitive_id_start, 63);
}
static nir_variable *
-get_var(struct exec_list *list, int driver_location)
+get_var(nir_shader *shader, nir_variable_mode mode, int driver_location)
{
- nir_foreach_variable (v, list) {
+ nir_foreach_variable_with_modes (v, shader, mode) {
if (v->data.driver_location == driver_location) {
return v;
}
return NULL;
}
+static bool
+is_tess_levels(nir_variable *var)
+{
+ return (var->data.location == VARYING_SLOT_TESS_LEVEL_OUTER ||
+ var->data.location == VARYING_SLOT_TESS_LEVEL_INNER);
+}
+
static nir_ssa_def *
build_local_offset(nir_builder *b, struct state *state,
nir_ssa_def *vertex, uint32_t base, nir_ssa_def *offset)
}
static void
-build_primitive_map(nir_shader *shader, struct primitive_map *map, struct exec_list *list)
+build_primitive_map(nir_shader *shader, nir_variable_mode mode, struct primitive_map *map)
{
- nir_foreach_variable (var, list) {
+ nir_foreach_variable_with_modes (var, shader, mode) {
switch (var->data.location) {
case VARYING_SLOT_TESS_LEVEL_OUTER:
case VARYING_SLOT_TESS_LEVEL_INNER:
for (uint32_t i = 0; i < ARRAY_SIZE(map->size); i++) {
if (map->size[i] == 0)
continue;
- nir_variable *var = get_var(list, i);
+ nir_variable *var = get_var(shader, mode, i);
map->loc[i] = loc;
loc += map->size[i];
{
struct state state = { };
- build_primitive_map(shader, &state.map, &shader->outputs);
+ build_primitive_map(shader, nir_var_shader_out, &state.map);
memcpy(v->output_loc, state.map.loc, sizeof(v->output_loc));
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
}
void
-ir3_nir_lower_to_explicit_input(nir_shader *shader)
+ir3_nir_lower_to_explicit_input(nir_shader *shader, struct ir3_compiler *compiler)
{
struct state state = { };
+ /* when using stl/ldl (instead of stlw/ldlw) for linking VS and HS,
+ * HS uses a different primitive id, which starts at bit 16 in the header
+ */
+ if (shader->info.stage == MESA_SHADER_TESS_CTRL && compiler->tess_use_shared)
+ state.local_primitive_id_start = 16;
+
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
assert(impl);
return build_per_vertex_offset(b, state, nir_imm_int(b, 0), offset, var);
}
-static nir_ssa_def *
-build_tessfactor_base(nir_builder *b, gl_varying_slot slot, struct state *state)
+static void
+tess_level_components(struct state *state, uint32_t *inner, uint32_t *outer)
{
- uint32_t inner_levels, outer_levels;
switch (state->topology) {
case IR3_TESS_TRIANGLES:
- inner_levels = 1;
- outer_levels = 3;
+ *inner = 1;
+ *outer = 3;
break;
case IR3_TESS_QUADS:
- inner_levels = 2;
- outer_levels = 4;
+ *inner = 2;
+ *outer = 4;
break;
case IR3_TESS_ISOLINES:
- inner_levels = 0;
- outer_levels = 2;
+ *inner = 0;
+ *outer = 2;
break;
default:
unreachable("bad");
}
+}
+
+static nir_ssa_def *
+build_tessfactor_base(nir_builder *b, gl_varying_slot slot, struct state *state)
+{
+ uint32_t inner_levels, outer_levels;
+ tess_level_components(state, &inner_levels, &outer_levels);
const uint32_t patch_stride = 1 + inner_levels + outer_levels;
b->cursor = nir_before_instr(&intr->instr);
nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
- nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
+ nir_variable *var = get_var(b->shader, nir_var_shader_out, nir_intrinsic_base(intr));
nir_ssa_def *offset = build_per_vertex_offset(b, state,
intr->src[0].ssa, intr->src[1].ssa, var);
b->cursor = nir_before_instr(&intr->instr);
- /* nir_lower_io_to_temporaries replaces all access to output
- * variables with temp variables and then emits a nir_copy_var at
- * the end of the shader. Thus, we should always get a full wrmask
- * here.
- */
+ /* sparse writemask not supported */
assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
nir_ssa_def *value = intr->src[0].ssa;
nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
- nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
+ nir_variable *var = get_var(b->shader, nir_var_shader_out, nir_intrinsic_base(intr));
nir_ssa_def *offset = build_per_vertex_offset(b, state,
intr->src[1].ssa, intr->src[2].ssa, var);
break;
}
- case nir_intrinsic_load_tess_level_inner:
- case nir_intrinsic_load_tess_level_outer: {
- b->cursor = nir_before_instr(&intr->instr);
-
- gl_varying_slot slot;
- if (intr->intrinsic == nir_intrinsic_load_tess_level_inner)
- slot = VARYING_SLOT_TESS_LEVEL_INNER;
- else
- slot = VARYING_SLOT_TESS_LEVEL_OUTER;
-
- nir_ssa_def *address = nir_load_tess_factor_base_ir3(b);
- nir_ssa_def *offset = build_tessfactor_base(b, slot, state);
-
- replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
- break;
- }
-
case nir_intrinsic_load_output: {
// src[] = { offset }.
- nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
+ nir_variable *var = get_var(b->shader, nir_var_shader_out, nir_intrinsic_base(intr));
b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
- nir_ssa_def *offset = build_patch_offset(b, state, intr->src[0].ssa, var);
+ nir_ssa_def *address, *offset;
+
+ /* note if vectorization of the tess level loads ever happens:
+ * "ldg" across 16-byte boundaries can behave incorrectly if results
+ * are never used. most likely some issue with (sy) not properly
+ * syncing with values coming from a second memory transaction.
+ */
+ if (is_tess_levels(var)) {
+ assert(intr->dest.ssa.num_components == 1);
+ address = nir_load_tess_factor_base_ir3(b);
+ offset = build_tessfactor_base(b, var->data.location, state);
+ } else {
+ address = nir_load_tess_param_base_ir3(b);
+ offset = build_patch_offset(b, state, intr->src[0].ssa, var);
+ }
replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
break;
/* write patch output to bo */
- nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
-
- nir_ssa_def **levels = NULL;
- if (var->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)
- levels = state->outer_levels;
- else if (var->data.location == VARYING_SLOT_TESS_LEVEL_INNER)
- levels = state->inner_levels;
+ nir_variable *var = get_var(b->shader, nir_var_shader_out, nir_intrinsic_base(intr));
b->cursor = nir_before_instr(&intr->instr);
- if (levels) {
- for (int i = 0; i < 4; i++)
- if (nir_intrinsic_write_mask(intr) & (1 << i))
- levels[i] = nir_channel(b, intr->src[0].ssa, i);
- nir_instr_remove(&intr->instr);
+ /* sparse writemask not supported */
+ assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
+
+ if (is_tess_levels(var)) {
+ /* with tess levels are defined as float[4] and float[2],
+ * but tess factor BO has smaller sizes for tris/isolines,
+ * so we have to discard any writes beyond the number of
+ * components for inner/outer levels */
+ uint32_t inner_levels, outer_levels, levels;
+ tess_level_components(state, &inner_levels, &outer_levels);
+
+ if (var->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)
+ levels = outer_levels;
+ else
+ levels = inner_levels;
+
+ assert(intr->src[0].ssa->num_components == 1);
+
+ nir_ssa_def *offset =
+ nir_iadd_imm(b, intr->src[1].ssa, nir_intrinsic_component(intr));
+
+ nir_if *nif = nir_push_if(b, nir_ult(b, offset, nir_imm_int(b, levels)));
+
+ replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3,
+ intr->src[0].ssa,
+ nir_load_tess_factor_base_ir3(b),
+ nir_iadd(b, offset, build_tessfactor_base(b, var->data.location, state)));
+
+ nir_pop_if(b, nif);
} else {
nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
nir_ssa_def *offset = build_patch_offset(b, state, intr->src[1].ssa, var);
debug_assert(nir_intrinsic_component(intr) == 0);
- /* nir_lower_io_to_temporaries replaces all access to output
- * variables with temp variables and then emits a nir_copy_var at
- * the end of the shader. Thus, we should always get a full wrmask
- * here.
- */
- assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
-
replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3,
intr->src[0].ssa, address, offset);
}
static void
emit_tess_epilouge(nir_builder *b, struct state *state)
{
- nir_ssa_def *tessfactor_address = nir_load_tess_factor_base_ir3(b);
- nir_ssa_def *levels[2];
-
- if (!state->outer_levels[0])
- return;
-
- /* Then emit the epilogue that actually writes out the tessellation levels
- * to the BOs.
- */
- switch (state->topology) {
- case IR3_TESS_TRIANGLES:
- levels[0] = nir_vec4(b, state->outer_levels[0], state->outer_levels[1],
- state->outer_levels[2], state->inner_levels[0]);
- levels[1] = NULL;
- break;
- case IR3_TESS_QUADS:
- levels[0] = nir_vec4(b, state->outer_levels[0], state->outer_levels[1],
- state->outer_levels[2], state->outer_levels[3]);
- levels[1] = nir_vec2(b, state->inner_levels[0], state->inner_levels[1]);
- break;
- case IR3_TESS_ISOLINES:
- levels[0] = nir_vec2(b, state->outer_levels[0], state->outer_levels[1]);
- levels[1] = NULL;
- break;
- default:
- unreachable("nope");
- }
-
- nir_ssa_def *offset = build_tessfactor_base(b, VARYING_SLOT_TESS_LEVEL_OUTER, state);
-
- nir_intrinsic_instr *store =
- nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_global_ir3);
-
- store->src[0] = nir_src_for_ssa(levels[0]);
- store->src[1] = nir_src_for_ssa(tessfactor_address);
- store->src[2] = nir_src_for_ssa(offset);
- nir_builder_instr_insert(b, &store->instr);
- store->num_components = levels[0]->num_components;
-
- if (levels[1]) {
- store = nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_global_ir3);
- offset = nir_iadd(b, offset, nir_imm_int(b, levels[0]->num_components));
-
- store->src[0] = nir_src_for_ssa(levels[1]);
- store->src[1] = nir_src_for_ssa(tessfactor_address);
- store->src[2] = nir_src_for_ssa(offset);
- nir_builder_instr_insert(b, &store->instr);
- store->num_components = levels[1]->num_components;
- }
-
- /* Finally, Insert endpatch instruction:
+ /* Insert endpatch instruction:
*
* TODO we should re-work this to use normal flow control.
*/
nir_print_shader(shader, stderr);
}
- build_primitive_map(shader, &state.map, &shader->outputs);
+ build_primitive_map(shader, nir_var_shader_out, &state.map);
memcpy(v->output_loc, state.map.loc, sizeof(v->output_loc));
v->output_size = state.map.stride;
b->cursor = nir_before_instr(&intr->instr);
nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
- nir_variable *var = get_var(&b->shader->inputs, nir_intrinsic_base(intr));
+ nir_variable *var = get_var(b->shader, nir_var_shader_in, nir_intrinsic_base(intr));
nir_ssa_def *offset = build_per_vertex_offset(b, state,
intr->src[0].ssa, intr->src[1].ssa, var);
break;
}
- case nir_intrinsic_load_tess_level_inner:
- case nir_intrinsic_load_tess_level_outer: {
- unsigned dest_comp = nir_intrinsic_dest_components(intr);
- b->cursor = nir_before_instr(&intr->instr);
-
- gl_varying_slot slot;
- if (intr->intrinsic == nir_intrinsic_load_tess_level_inner)
- slot = VARYING_SLOT_TESS_LEVEL_INNER;
- else
- slot = VARYING_SLOT_TESS_LEVEL_OUTER;
-
- nir_ssa_def *address = nir_load_tess_factor_base_ir3(b);
- nir_ssa_def *offset = build_tessfactor_base(b, slot, state);
-
- /* Loading across a vec4 (16b) memory boundary is problematic
- * if we don't use components from the second vec4. The tess
- * levels aren't guaranteed to be vec4 aligned and we don't
- * know which levels are actually used, so we load each
- * component individually.
- */
- nir_ssa_def *levels[4];
- for (unsigned i = 0; i < dest_comp; i++) {
- nir_intrinsic_instr *new_intr =
- nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_global_ir3);
-
- new_intr->src[0] = nir_src_for_ssa(address);
- new_intr->src[1] = nir_src_for_ssa(nir_iadd(b, offset, nir_imm_int(b, i)));
- new_intr->num_components = 1;
- nir_ssa_dest_init(&new_intr->instr, &new_intr->dest, 1, 32, NULL);
- nir_builder_instr_insert(b, &new_intr->instr);
- levels[i] = &new_intr->dest.ssa;
- }
-
- nir_ssa_def *v = nir_vec(b, levels, dest_comp);
-
- nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(v));
-
- nir_instr_remove(&intr->instr);
- break;
- }
-
case nir_intrinsic_load_input: {
// src[] = { offset }.
- nir_variable *var = get_var(&b->shader->inputs, nir_intrinsic_base(intr));
+ nir_variable *var = get_var(b->shader, nir_var_shader_in, nir_intrinsic_base(intr));
debug_assert(var->data.patch);
b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
- nir_ssa_def *offset = build_patch_offset(b, state, intr->src[0].ssa, var);
+ nir_ssa_def *address, *offset;
+
+ /* note if vectorization of the tess level loads ever happens:
+ * "ldg" across 16-byte boundaries can behave incorrectly if results
+ * are never used. most likely some issue with (sy) not properly
+ * syncing with values coming from a second memory transaction.
+ */
+ if (is_tess_levels(var)) {
+ assert(intr->dest.ssa.num_components == 1);
+ address = nir_load_tess_factor_base_ir3(b);
+ offset = build_tessfactor_base(b, var->data.location, state);
+ } else {
+ address = nir_load_tess_param_base_ir3(b);
+ offset = build_patch_offset(b, state, intr->src[0].ssa, var);
+ }
+
+ offset = nir_iadd(b, offset, nir_imm_int(b, nir_intrinsic_component(intr)));
replace_intrinsic(b, intr, nir_intrinsic_load_global_ir3, address, offset, NULL);
break;
}
/* Build map of inputs so we have the sizes. */
- build_primitive_map(shader, &state.map, &shader->inputs);
+ build_primitive_map(shader, nir_var_shader_in, &state.map);
nir_function_impl *impl = nir_shader_get_entrypoint(shader);
assert(impl);
nir_print_shader(shader, stderr);
}
- build_primitive_map(shader, &state.map, &shader->inputs);
+ build_primitive_map(shader, nir_var_shader_in, &state.map);
/* Create an output var for vertex_flags. This will be shadowed below,
* same way regular outputs get shadowed, and this variable will become a
* we copy the emit_outputs to the real outputs, so that we get
* store_output in uniform control flow.
*/
- exec_list_move_nodes_to(&shader->outputs, &state.old_outputs);
+ exec_list_make_empty(&state.old_outputs);
+ nir_foreach_shader_out_variable_safe(var, shader) {
+ exec_node_remove(&var->node);
+ exec_list_push_tail(&state.old_outputs, &var->node);
+ }
+ exec_list_make_empty(&state.new_outputs);
exec_list_make_empty(&state.emit_outputs);
- nir_foreach_variable(var, &state.old_outputs) {
+ nir_foreach_variable_in_list(var, &state.old_outputs) {
/* Create a new output var by cloning the original output var and
* stealing the name.
*/
nir_variable *output = nir_variable_clone(var, shader);
- exec_list_push_tail(&shader->outputs, &output->node);
+ exec_list_push_tail(&state.new_outputs, &output->node);
/* Rewrite the original output to be a shadow variable. */
var->name = ralloc_asprintf(var, "%s@gs-temp", output->name);
nir_builder_instr_insert(&b, &discard_if->instr);
- foreach_two_lists(dest_node, &shader->outputs, src_node, &state.emit_outputs) {
+ foreach_two_lists(dest_node, &state.new_outputs, src_node, &state.emit_outputs) {
nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
nir_variable *src = exec_node_data(nir_variable, src_node, node);
nir_copy_var(&b, dest, src);
}
}
- exec_list_append(&shader->globals, &state.old_outputs);
- exec_list_append(&shader->globals, &state.emit_outputs);
+ exec_list_append(&shader->variables, &state.old_outputs);
+ exec_list_append(&shader->variables, &state.emit_outputs);
+ exec_list_append(&shader->variables, &state.new_outputs);
nir_metadata_preserve(impl, 0);
unreachable("bad shader stage");
}
- nir_foreach_variable(in_var, &consumer->shader->nir->inputs) {
- nir_foreach_variable(out_var, &producer->shader->nir->outputs) {
+ nir_foreach_shader_in_variable(in_var, consumer->shader->nir) {
+ nir_foreach_shader_out_variable(out_var, producer->shader->nir) {
if (in_var->data.location == out_var->data.location) {
locs[in_var->data.driver_location] =
producer->output_loc[out_var->data.driver_location] * factor;