brw_nir_no_indirect_mask(const struct brw_compiler *compiler,
gl_shader_stage stage)
{
+ const struct gen_device_info *devinfo = compiler->devinfo;
const bool is_scalar = compiler->scalar_stage[stage];
nir_variable_mode indirect_mask = 0;
if (is_scalar && stage != MESA_SHADER_TESS_CTRL)
indirect_mask |= nir_var_shader_out;
- if (is_scalar)
+ /* On HSW+, we allow indirects in scalar shaders. They get implemented
+ * using nir_lower_vars_to_explicit_types and nir_lower_explicit_io in
+ * brw_postprocess_nir.
+ *
+ * We haven't plumbed through the indirect scratch messages on gen6 or
+ * earlier so doing indirects via scratch doesn't work there. On gen7 and
+ * earlier the scratch space size is limited to 12kB. If we allowed
+ * indirects as scratch all the time, we may easily exceed this limit
+ * without having any fallback.
+ */
+ if (is_scalar && devinfo->gen <= 7 && !devinfo->is_haswell)
indirect_mask |= nir_var_function_temp;
return indirect_mask;
brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
bool is_scalar, bool allow_copies)
{
- nir_variable_mode indirect_mask =
+ nir_variable_mode loop_indirect_mask =
brw_nir_no_indirect_mask(compiler, nir->info.stage);
+ /* We can handle indirects via scratch messages. However, they are
+ * expensive so we'd rather not if we can avoid it. Have loop unrolling
+ * try to get rid of them.
+ */
+ if (is_scalar)
+ loop_indirect_mask |= nir_var_function_temp;
+
bool progress;
unsigned lower_flrp =
(nir->options->lower_flrp16 ? 16 : 0) |
OPT(nir_opt_if, false);
OPT(nir_opt_conditional_discard);
if (nir->options->max_unroll_iterations != 0) {
- OPT(nir_opt_loop_unroll, indirect_mask);
+ OPT(nir_opt_loop_unroll, loop_indirect_mask);
}
OPT(nir_opt_remove_phis);
OPT(nir_opt_undef);
OPT(nir_lower_clip_cull_distance_arrays);
- if ((devinfo->gen >= 8 || devinfo->is_haswell) && is_scalar) {
- /* TODO: Yes, we could in theory do this on gen6 and earlier. However,
- * that would require plumbing through support for these indirect
- * scratch read/write messages with message registers and that's just a
- * pain. Also, the primary benefit of this is for compute shaders which
- * won't run on gen6 and earlier anyway.
- *
- * On gen7 and earlier the scratch space size is limited to 12kB.
- * By enabling this optimization we may easily exceed this limit without
- * having any fallback.
- *
- * The threshold of 128B was chosen semi-arbitrarily. The idea is that
- * 128B per channel on a SIMD8 program is 32 registers or 25% of the
- * register file. Any array that large is likely to cause pressure
- * issues. Also, this value is sufficiently high that the benchmarks
- * known to suffer from large temporary array issues are helped but
- * nothing else in shader-db is hurt except for maybe that one kerbal
- * space program shader.
- */
- OPT(nir_lower_vars_to_scratch, nir_var_function_temp, 128,
- glsl_get_natural_size_align_bytes);
- }
-
nir_variable_mode indirect_mask =
brw_nir_no_indirect_mask(compiler, nir->info.stage);
OPT(nir_lower_indirect_derefs, indirect_mask, UINT32_MAX);
+ /* Even in cases where we can handle indirect temporaries via scratch, we
+ * it can still be expensive. Lower indirects on small arrays to
+ * conditional load/stores.
+ *
+ * The threshold of 16 was chosen semi-arbitrarily. The idea is that an
+ * indirect on an array of 16 elements is about 30 instructions at which
+ * point, you may be better off doing a send. With a SIMD8 program, 16
+ * floats is 1/8 of the entire register file. Any array larger than that
+ * is likely to cause pressure issues. Also, this value is sufficiently
+ * high that the benchmarks known to suffer from large temporary array
+ * issues are helped but nothing else in shader-db is hurt except for maybe
+ * that one kerbal space program shader.
+ */
+ if (is_scalar && !(indirect_mask & nir_var_function_temp))
+ OPT(nir_lower_indirect_derefs, nir_var_function_temp, 16);
+
/* Lower array derefs of vectors for SSBO and UBO loads. For both UBOs and
* SSBOs, our back-end is capable of loading an entire vec4 at a time and
* we would like to take advantage of that whenever possible regardless of
}
}
+static bool
+nir_shader_has_local_variables(const nir_shader *nir)
+{
+ nir_foreach_function(func, nir) {
+ if (func->impl && !exec_list_is_empty(&func->impl->locals))
+ return true;
+ }
+
+ return false;
+}
+
/* Prepare the given shader for codegen
*
* This function is intended to be called right before going into the actual
brw_nir_optimize(nir, compiler, is_scalar, false);
+ if (is_scalar && nir_shader_has_local_variables(nir)) {
+ OPT(nir_lower_vars_to_explicit_types, nir_var_function_temp,
+ glsl_get_natural_size_align_bytes);
+ OPT(nir_lower_explicit_io, nir_var_function_temp,
+ nir_address_format_32bit_offset);
+ brw_nir_optimize(nir, compiler, is_scalar, false);
+ }
+
brw_vectorize_lower_mem_access(nir, compiler, is_scalar);
if (OPT(nir_lower_int64))