NIR_PASS_V(c->s, nir_lower_bool_to_int32);
NIR_PASS_V(c->s, nir_convert_from_ssa, true);
- /* Schedule for about half our register space, to enable more shaders
- * to hit 4 threads.
- */
- NIR_PASS_V(c->s, nir_schedule, 24);
+ static const struct nir_schedule_options schedule_options = {
+ /* Schedule for about half our register space, to enable more
+ * shaders to hit 4 threads.
+ */
+ .threshold = 24,
+
+ /* Vertex shaders share the same memory for inputs and outputs,
+ * fragement and geometry shaders do not.
+ */
+ .stages_with_shared_io_memory =
+ (((1 << MESA_ALL_SHADER_STAGES) - 1) &
+ ~(1 << MESA_SHADER_FRAGMENT)),
+ };
+ NIR_PASS_V(c->s, nir_schedule, &schedule_options);
v3d_nir_to_vir(c);
nir_should_vectorize_mem_func callback,
nir_variable_mode robust_modes);
-void nir_schedule(nir_shader *shader, int threshold);
+typedef struct nir_schedule_options {
+ /* On some hardware with some stages the inputs and outputs to the shader
+ * share the same memory. In that case scheduler needs to ensure that all
+ * output writes are scheduled after all of the input writes to avoid
+ * overwriting them. This is a bitmask of stages that need that.
+ */
+ unsigned stages_with_shared_io_memory;
+ /* The approximate amount of register pressure at which point the scheduler
+ * will try to reduce register usage.
+ */
+ int threshold;
+} nir_schedule_options;
+
+void nir_schedule(nir_shader *shader, const nir_schedule_options *options);
void nir_strip(nir_shader *shader);
* pressure-prioritizing scheduling heuristic.
*/
int threshold;
+
+ /* Mask of stages that share memory for inputs and outputs */
+ unsigned stages_with_shared_io_memory;
} nir_schedule_scoreboard;
/* When walking the instructions in reverse, we use this flag to swap
break;
case nir_intrinsic_store_output:
- /* For some non-FS shader stages, or for some hardware, output stores
- * affect the same shared memory as input loads.
+ /* For some hardware and stages, output stores affect the same shared
+ * memory as input loads.
*/
- if (state->scoreboard->shader->info.stage != MESA_SHADER_FRAGMENT)
+ if ((state->scoreboard->stages_with_shared_io_memory &
+ (1 << state->scoreboard->shader->info.stage)))
add_write_dep(state, &state->load_input, n);
/* Make sure that preceding discards stay before the store_output */
}
static nir_schedule_scoreboard *
-nir_schedule_get_scoreboard(nir_shader *shader, int threshold)
+nir_schedule_get_scoreboard(nir_shader *shader,
+ const nir_schedule_options *options)
{
nir_schedule_scoreboard *scoreboard = rzalloc(NULL, nir_schedule_scoreboard);
scoreboard->shader = shader;
scoreboard->live_values = _mesa_pointer_set_create(scoreboard);
scoreboard->remaining_uses = _mesa_pointer_hash_table_create(scoreboard);
- scoreboard->threshold = threshold;
+ scoreboard->threshold = options->threshold;
+ scoreboard->stages_with_shared_io_memory =
+ options->stages_with_shared_io_memory;
scoreboard->pressure = 0;
nir_foreach_function(function, shader) {
* tune.
*/
void
-nir_schedule(nir_shader *shader, int threshold)
+nir_schedule(nir_shader *shader,
+ const nir_schedule_options *options)
{
nir_schedule_scoreboard *scoreboard = nir_schedule_get_scoreboard(shader,
- threshold);
+ options);
if (debug) {
fprintf(stderr, "NIR shader before scheduling:\n");