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)
{
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,
};
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;