MESA_SHADER_VERTEX,
dump_shader, options->supports_spill);
}
+
+void
+ac_lower_indirect_derefs(struct nir_shader *nir, enum chip_class chip_class)
+{
+ /* 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 = 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);
+}
const struct ac_nir_compiler_options *options,
bool dump_shader);
+void ac_lower_indirect_derefs(struct nir_shader *nir, enum chip_class);
+
void ac_nir_translate(struct ac_llvm_context *ac, struct ac_shader_abi *abi,
struct nir_shader *nir);
if (progress) {
if (nir_lower_global_vars_to_local(ordered_shaders[i])) {
- radv_lower_indirect_derefs(ordered_shaders[i],
- pipeline->device->physical_device);
+ ac_lower_indirect_derefs(ordered_shaders[i],
+ pipeline->device->physical_device->rad_info.chip_class);
}
radv_optimize_nir(ordered_shaders[i]);
if (nir_lower_global_vars_to_local(ordered_shaders[i - 1])) {
- radv_lower_indirect_derefs(ordered_shaders[i - 1],
- pipeline->device->physical_device);
+ ac_lower_indirect_derefs(ordered_shaders[i - 1],
+ pipeline->device->physical_device->rad_info.chip_class);
}
radv_optimize_nir(ordered_shaders[i - 1]);
}
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_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);
+ ac_lower_indirect_derefs(nir, device->physical_device->rad_info.chip_class);
radv_optimize_nir(nir);
return nir;
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);