zink: add another compiler pass to convert 64bit vertex attribs

gallium always provides uint types, so rewrite the shader to load a 64bit
attrib and then cast back to whatever it was before

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13566>
This commit is contained in:
Mike Blumenkrantz 2021-10-25 12:22:11 -04:00 committed by Marge Bot
parent 39bdb00d77
commit 62983f276b
1 changed files with 41 additions and 1 deletions

View File

@ -237,6 +237,43 @@ lower_64bit_vertex_attribs_instr(nir_builder *b, nir_instr *instr, void *data)
return true;
}
/* mesa/gallium always provides UINT versions of 64bit formats:
* - rewrite loads as 32bit vec loads
* - cast back to 64bit
*/
static bool
lower_64bit_uint_attribs_instr(nir_builder *b, nir_instr *instr, void *data)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if (intr->intrinsic != nir_intrinsic_load_deref)
return false;
nir_variable *var = nir_deref_instr_get_variable(nir_instr_as_deref(intr->src[0].ssa->parent_instr));
if (var->data.mode != nir_var_shader_in)
return false;
if (glsl_get_bit_size(var->type) != 64)
return false;
unsigned num_components = glsl_get_vector_elements(var->type);
var->type = glsl_vector_type(GLSL_TYPE_UINT, num_components * 2);
b->cursor = nir_after_instr(instr);
nir_ssa_def *load = nir_load_var(b, var);
nir_ssa_def *casted[2];
for (unsigned i = 0; i < num_components; i++)
casted[i] = nir_pack_64_2x32(b, nir_channels(b, load, BITFIELD_RANGE(i * 2, 2)));
nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_vec(b, casted, num_components));
/* remove the original instr and its deref chain */
nir_instr *parent = intr->src[0].ssa->parent_instr;
nir_instr_remove(instr);
nir_deref_instr_remove_if_unused(nir_instr_as_deref(parent));
return true;
}
/* "64-bit three- and four-component vectors consume two consecutive locations."
* - 14.1.4. Location Assignment
*
@ -250,7 +287,10 @@ lower_64bit_vertex_attribs(nir_shader *shader)
if (shader->info.stage != MESA_SHADER_VERTEX)
return false;
return nir_shader_instructions_pass(shader, lower_64bit_vertex_attribs_instr, nir_metadata_dominance, NULL);
bool progress = nir_shader_instructions_pass(shader, lower_64bit_vertex_attribs_instr, nir_metadata_dominance, NULL);
if (progress)
nir_shader_instructions_pass(shader, lower_64bit_uint_attribs_instr, nir_metadata_dominance, NULL);
return progress;
}
static bool