From 05d84ed68add9e6adfcc602a274405e04226c1b7 Mon Sep 17 00:00:00 2001 From: Bas Nieuwenhuizen Date: Thu, 15 Feb 2018 21:24:35 +0100 Subject: [PATCH] radv: Always lower indirect derefs after nir_lower_global_vars_to_local. Otherwise new local variables can cause hangs on vega. CC: Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105098 Reviewed-by: Timothy Arceri --- src/amd/vulkan/radv_pipeline.c | 11 ++++- src/amd/vulkan/radv_shader.c | 74 ++++++++++++++++++---------------- src/amd/vulkan/radv_shader.h | 4 ++ 3 files changed, 53 insertions(+), 36 deletions(-) diff --git a/src/amd/vulkan/radv_pipeline.c b/src/amd/vulkan/radv_pipeline.c index 8f872e7c149..0d1958fc935 100644 --- a/src/amd/vulkan/radv_pipeline.c +++ b/src/amd/vulkan/radv_pipeline.c @@ -1525,9 +1525,16 @@ radv_link_shaders(struct radv_pipeline *pipeline, nir_shader **shaders) ordered_shaders[i - 1]); if (progress) { - nir_lower_global_vars_to_local(ordered_shaders[i]); + if (nir_lower_global_vars_to_local(ordered_shaders[i])) { + radv_lower_indirect_derefs(ordered_shaders[i], + pipeline->device->physical_device); + } radv_optimize_nir(ordered_shaders[i]); - nir_lower_global_vars_to_local(ordered_shaders[i - 1]); + + if (nir_lower_global_vars_to_local(ordered_shaders[i - 1])) { + radv_lower_indirect_derefs(ordered_shaders[i - 1], + pipeline->device->physical_device); + } radv_optimize_nir(ordered_shaders[i - 1]); } } diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c index 42f83bb3355..d9b8e209a99 100644 --- a/src/amd/vulkan/radv_shader.c +++ b/src/amd/vulkan/radv_shader.c @@ -114,6 +114,45 @@ void radv_DestroyShaderModule( 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) { @@ -254,40 +293,6 @@ radv_shader_compile_to_nir(struct radv_device *device, 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, }; @@ -298,6 +303,7 @@ radv_shader_compile_to_nir(struct radv_device *device, 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; diff --git a/src/amd/vulkan/radv_shader.h b/src/amd/vulkan/radv_shader.h index b07f8a89e74..31fe7397711 100644 --- a/src/amd/vulkan/radv_shader.h +++ b/src/amd/vulkan/radv_shader.h @@ -104,6 +104,10 @@ void 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); -- 2.30.2