radv: Always lower indirect derefs after nir_lower_global_vars_to_local.
authorBas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Thu, 15 Feb 2018 20:24:35 +0000 (21:24 +0100)
committerBas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Thu, 15 Feb 2018 22:45:59 +0000 (23:45 +0100)
Otherwise new local variables can cause hangs on vega.

CC: <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105098
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
src/amd/vulkan/radv_pipeline.c
src/amd/vulkan/radv_shader.c
src/amd/vulkan/radv_shader.h

index 8f872e7c149d8bfb4cf1c5f0dc1833ed06e91697..0d1958fc935a4d048126d68c7be6c9d37c5eb81d 100644 (file)
@@ -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]);
                }
        }
index 42f83bb33558fd24fb566f80486c8d311d47d915..d9b8e209a99758a8f60c56458a44266c4abee4d4 100644 (file)
@@ -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;
index b07f8a89e74e9e6c54e830ae2b8e6fc1c7025cd2..31fe739771132f6706891add285b58759c4e3000 100644 (file)
@@ -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);