ir3: Plumb through bindless support
[mesa.git] / src / freedreno / ir3 / ir3_nir_move_varying_inputs.c
1 /*
2 * Copyright © 2019 Red Hat
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "ir3_nir.h"
25 #include "compiler/nir/nir_builder.h"
26
27 /**
28 * This pass moves varying fetches (and the instructions they depend on
29 * into the start block.
30 *
31 * We need to set the (ei) "end input" flag on the last varying fetch.
32 * And we want to ensure that all threads execute the instruction that
33 * sets (ei). The easiest way to ensure this is to move all varying
34 * fetches into the start block. Which is something we used to get for
35 * free by using lower_all_io_to_temps=true.
36 *
37 * This may come at the cost of additional register usage. OTOH setting
38 * the (ei) flag earlier probably frees up more VS to run.
39 */
40
41
42 typedef struct {
43 nir_shader *shader;
44 nir_block *start_block;
45 struct nir_instr *cursor;
46 } state;
47
48 static void move_instruction_to_start_block(state *state, nir_instr *instr);
49
50 static bool
51 move_src(nir_src *src, void *state)
52 {
53 /* At this point we shouldn't have any non-ssa src: */
54 debug_assert(src->is_ssa);
55 move_instruction_to_start_block(state, src->ssa->parent_instr);
56 return true;
57 }
58
59 static void
60 move_instruction_to_start_block(state *state, nir_instr *instr)
61 {
62 /* first move (recursively) all src's to ensure they appear before
63 * load*_input that we are trying to move:
64 */
65 nir_foreach_src(instr, move_src, state);
66
67 /* and then move the instruction itself:
68 */
69 exec_node_remove(&instr->node);
70
71 if (state->cursor) {
72 exec_node_insert_after(&state->cursor->node, &instr->node);
73 } else {
74 exec_list_push_head(&state->start_block->instr_list, &instr->node);
75 }
76
77 state->cursor = instr;
78 instr->block = state->start_block;
79 }
80
81 static bool
82 move_varying_inputs_block(state *state, nir_block *block)
83 {
84 bool progress = false;
85
86 nir_foreach_instr_safe (instr, block) {
87 if (instr->type != nir_instr_type_intrinsic)
88 continue;
89
90 nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
91
92 switch (intr->intrinsic) {
93 case nir_intrinsic_load_interpolated_input:
94 case nir_intrinsic_load_input:
95 /* TODO any others to handle? */
96 break;
97 default:
98 continue;
99 }
100
101 debug_assert(intr->dest.is_ssa);
102
103 state->cursor = NULL;
104 move_instruction_to_start_block(state, instr);
105
106 progress = true;
107 }
108
109 return progress;
110 }
111
112 bool
113 ir3_nir_move_varying_inputs(nir_shader *shader)
114 {
115 bool progress = false;
116
117 debug_assert(shader->info.stage == MESA_SHADER_FRAGMENT);
118
119 nir_foreach_function (function, shader) {
120 state state;
121
122 if (!function->impl)
123 continue;
124
125 state.shader = shader;
126 state.start_block = nir_start_block(function->impl);
127
128 bool progress = false;
129 nir_foreach_block (block, function->impl) {
130 /* don't need to move anything that is already in the first block */
131 if (block == state.start_block)
132 continue;
133 progress |= move_varying_inputs_block(&state, block);
134 }
135
136 if (progress) {
137 nir_metadata_preserve(function->impl,
138 nir_metadata_block_index | nir_metadata_dominance);
139 }
140 }
141
142 return progress;
143 }