radv: fill shader info for all stages in the pipeline

This shouldn't be in NIR->LLVM because ACO also needs the shader
info. This will also help for computing some NGG values that are
necessary for declaring LDS symbols.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset 2019-09-03 10:29:19 +02:00
parent 8cf297c7b1
commit a9af11f1fa
4 changed files with 130 additions and 20 deletions

View File

@ -4145,12 +4145,6 @@ LLVMModuleRef ac_translate_nir_to_llvm(struct ac_llvm_compiler *ac_llvm,
options->family, float_mode, options->wave_size, 64);
ctx.context = ctx.ac.context;
radv_nir_shader_info_init(shader_info);
for(int i = 0; i < shader_count; ++i)
radv_nir_shader_info_pass(shaders[i], options->layout,
&options->key, shader_info);
for (i = 0; i < MAX_SETS; i++)
shader_info->user_sgprs_locs.descriptor_sets[i].sgpr_idx = -1;
for (i = 0; i < AC_UD_MAX_UD; i++)
@ -4592,9 +4586,6 @@ radv_compile_gs_copy_shader(struct ac_llvm_compiler *ac_llvm,
ctx.stage = MESA_SHADER_VERTEX;
ctx.shader = geom_shader;
radv_nir_shader_info_pass(geom_shader, options->layout, &options->key,
shader_info);
create_function(&ctx, MESA_SHADER_VERTEX, false, MESA_SHADER_VERTEX);
ac_setup_rings(&ctx);

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@ -2396,6 +2396,107 @@ radv_fill_shader_keys(struct radv_device *device,
keys[MESA_SHADER_FRAGMENT].fs.num_samples = key->num_samples;
}
static void
radv_fill_shader_info(struct radv_pipeline *pipeline,
struct radv_shader_variant_key *keys,
struct radv_shader_info *infos,
nir_shader **nir)
{
unsigned active_stages = 0;
unsigned filled_stages = 0;
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
if (nir[i])
active_stages |= (1 << i);
}
if (nir[MESA_SHADER_FRAGMENT]) {
radv_nir_shader_info_init(&infos[MESA_SHADER_FRAGMENT]);
radv_nir_shader_info_pass(nir[MESA_SHADER_FRAGMENT],
pipeline->layout,
&keys[MESA_SHADER_FRAGMENT],
&infos[MESA_SHADER_FRAGMENT]);
/* TODO: These are no longer used as keys we should refactor this */
keys[MESA_SHADER_VERTEX].vs_common_out.export_prim_id =
infos[MESA_SHADER_FRAGMENT].ps.prim_id_input;
keys[MESA_SHADER_VERTEX].vs_common_out.export_layer_id =
infos[MESA_SHADER_FRAGMENT].ps.layer_input;
keys[MESA_SHADER_VERTEX].vs_common_out.export_clip_dists =
!!infos[MESA_SHADER_FRAGMENT].ps.num_input_clips_culls;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_prim_id =
infos[MESA_SHADER_FRAGMENT].ps.prim_id_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_layer_id =
infos[MESA_SHADER_FRAGMENT].ps.layer_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_clip_dists =
!!infos[MESA_SHADER_FRAGMENT].ps.num_input_clips_culls;
filled_stages |= (1 << MESA_SHADER_FRAGMENT);
}
if (pipeline->device->physical_device->rad_info.chip_class >= GFX9 &&
nir[MESA_SHADER_TESS_CTRL]) {
struct nir_shader *combined_nir[] = {nir[MESA_SHADER_VERTEX], nir[MESA_SHADER_TESS_CTRL]};
struct radv_shader_variant_key key = keys[MESA_SHADER_TESS_CTRL];
key.tcs.vs_key = keys[MESA_SHADER_VERTEX].vs;
radv_nir_shader_info_init(&infos[MESA_SHADER_TESS_CTRL]);
for (int i = 0; i < 2; i++) {
radv_nir_shader_info_pass(combined_nir[i],
pipeline->layout, &key,
&infos[MESA_SHADER_TESS_CTRL]);
}
keys[MESA_SHADER_TESS_EVAL].tes.num_patches =
infos[MESA_SHADER_TESS_CTRL].tcs.num_patches;
keys[MESA_SHADER_TESS_EVAL].tes.tcs_num_outputs =
util_last_bit64(infos[MESA_SHADER_TESS_CTRL].tcs.outputs_written);
filled_stages |= (1 << MESA_SHADER_VERTEX);
filled_stages |= (1 << MESA_SHADER_TESS_CTRL);
}
if (pipeline->device->physical_device->rad_info.chip_class >= GFX9 &&
nir[MESA_SHADER_GEOMETRY]) {
gl_shader_stage pre_stage = nir[MESA_SHADER_TESS_EVAL] ? MESA_SHADER_TESS_EVAL : MESA_SHADER_VERTEX;
struct nir_shader *combined_nir[] = {nir[pre_stage], nir[MESA_SHADER_GEOMETRY]};
radv_nir_shader_info_init(&infos[MESA_SHADER_GEOMETRY]);
for (int i = 0; i < 2; i++) {
radv_nir_shader_info_pass(combined_nir[i],
pipeline->layout,
&keys[pre_stage],
&infos[MESA_SHADER_GEOMETRY]);
}
filled_stages |= (1 << pre_stage);
filled_stages |= (1 << MESA_SHADER_GEOMETRY);
}
active_stages ^= filled_stages;
while (active_stages) {
int i = u_bit_scan(&active_stages);
if (i == MESA_SHADER_TESS_CTRL) {
keys[MESA_SHADER_TESS_CTRL].tcs.num_inputs =
util_last_bit64(infos[MESA_SHADER_VERTEX].vs.ls_outputs_written);
}
if (i == MESA_SHADER_TESS_EVAL) {
keys[MESA_SHADER_TESS_EVAL].tes.num_patches =
infos[MESA_SHADER_TESS_CTRL].tcs.num_patches;
keys[MESA_SHADER_TESS_EVAL].tes.tcs_num_outputs =
util_last_bit64(infos[MESA_SHADER_TESS_CTRL].tcs.outputs_written);
}
radv_nir_shader_info_init(&infos[i]);
radv_nir_shader_info_pass(nir[i], pipeline->layout,
&keys[i], &infos[i]);
}
}
static void
merge_tess_info(struct shader_info *tes_info,
const struct shader_info *tcs_info)
@ -2488,6 +2589,7 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
nir_shader *nir[MESA_SHADER_STAGES] = {0};
struct radv_shader_binary *binaries[MESA_SHADER_STAGES] = {NULL};
struct radv_shader_variant_key keys[MESA_SHADER_STAGES] = {{{{{0}}}}};
struct radv_shader_info infos[MESA_SHADER_STAGES] = {0};
unsigned char hash[20], gs_copy_hash[20];
bool keep_executable_info = (flags & VK_PIPELINE_CREATE_CAPTURE_INTERNAL_REPRESENTATIONS_BIT_KHR) || device->keep_shader_info;
@ -2583,6 +2685,8 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
radv_fill_shader_keys(device, keys, key, nir);
radv_fill_shader_info(pipeline, keys, infos, nir);
if (nir[MESA_SHADER_FRAGMENT]) {
if (!pipeline->shaders[MESA_SHADER_FRAGMENT]) {
radv_start_feedback(stage_feedbacks[MESA_SHADER_FRAGMENT]);
@ -2590,6 +2694,7 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
pipeline->shaders[MESA_SHADER_FRAGMENT] =
radv_shader_variant_compile(device, modules[MESA_SHADER_FRAGMENT], &nir[MESA_SHADER_FRAGMENT], 1,
pipeline->layout, keys + MESA_SHADER_FRAGMENT,
infos + MESA_SHADER_FRAGMENT,
keep_executable_info, &binaries[MESA_SHADER_FRAGMENT]);
radv_stop_feedback(stage_feedbacks[MESA_SHADER_FRAGMENT], false);
@ -2620,7 +2725,7 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
pipeline->shaders[MESA_SHADER_TESS_CTRL] = radv_shader_variant_compile(device, modules[MESA_SHADER_TESS_CTRL], combined_nir, 2,
pipeline->layout,
&key, keep_executable_info,
&key, &infos[MESA_SHADER_TESS_CTRL], keep_executable_info,
&binaries[MESA_SHADER_TESS_CTRL]);
radv_stop_feedback(stage_feedbacks[MESA_SHADER_TESS_CTRL], false);
@ -2639,7 +2744,7 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
pipeline->shaders[MESA_SHADER_GEOMETRY] = radv_shader_variant_compile(device, modules[MESA_SHADER_GEOMETRY], combined_nir, 2,
pipeline->layout,
&keys[pre_stage], keep_executable_info,
&keys[pre_stage], &infos[MESA_SHADER_GEOMETRY], keep_executable_info,
&binaries[MESA_SHADER_GEOMETRY]);
radv_stop_feedback(stage_feedbacks[MESA_SHADER_GEOMETRY], false);
@ -2661,7 +2766,7 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
pipeline->shaders[i] = radv_shader_variant_compile(device, modules[i], &nir[i], 1,
pipeline->layout,
keys + i, keep_executable_info,
keys + i, infos + i,keep_executable_info,
&binaries[i]);
radv_stop_feedback(stage_feedbacks[i], false);
@ -2672,9 +2777,19 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
struct radv_shader_binary *gs_copy_binary = NULL;
if (!pipeline->gs_copy_shader &&
!radv_pipeline_has_ngg(pipeline)) {
struct radv_shader_info info = {};
struct radv_shader_variant_key key = {};
key.has_multiview_view_index =
keys[MESA_SHADER_GEOMETRY].has_multiview_view_index;
radv_nir_shader_info_pass(nir[MESA_SHADER_GEOMETRY],
pipeline->layout, &key,
&info);
pipeline->gs_copy_shader = radv_create_gs_copy_shader(
device, nir[MESA_SHADER_GEOMETRY], &gs_copy_binary,
keep_executable_info,
device, nir[MESA_SHADER_GEOMETRY], &info,
&gs_copy_binary, keep_executable_info,
keys[MESA_SHADER_GEOMETRY].has_multiview_view_index);
}

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@ -1039,6 +1039,7 @@ shader_variant_compile(struct radv_device *device,
struct nir_shader * const *shaders,
int shader_count,
gl_shader_stage stage,
struct radv_shader_info *info,
struct radv_nir_compiler_options *options,
bool gs_copy_shader,
bool keep_shader_info,
@ -1048,7 +1049,6 @@ shader_variant_compile(struct radv_device *device,
enum ac_target_machine_options tm_options = 0;
struct ac_llvm_compiler ac_llvm;
struct radv_shader_binary *binary = NULL;
struct radv_shader_info info = {0};
bool thread_compiler;
options->family = chip_family;
@ -1090,12 +1090,12 @@ shader_variant_compile(struct radv_device *device,
if (gs_copy_shader) {
assert(shader_count == 1);
radv_compile_gs_copy_shader(&ac_llvm, *shaders, &binary,
&info, options);
info, options);
} else {
radv_compile_nir_shader(&ac_llvm, &binary, &info,
radv_compile_nir_shader(&ac_llvm, &binary, info,
shaders, shader_count, options);
}
binary->info = info;
binary->info = *info;
radv_destroy_llvm_compiler(&ac_llvm, thread_compiler);
@ -1134,6 +1134,7 @@ radv_shader_variant_compile(struct radv_device *device,
int shader_count,
struct radv_pipeline_layout *layout,
const struct radv_shader_variant_key *key,
struct radv_shader_info *info,
bool keep_shader_info,
struct radv_shader_binary **binary_out)
{
@ -1147,13 +1148,14 @@ radv_shader_variant_compile(struct radv_device *device,
options.supports_spill = true;
options.robust_buffer_access = device->robust_buffer_access;
return shader_variant_compile(device, module, shaders, shader_count, shaders[shader_count - 1]->info.stage,
return shader_variant_compile(device, module, shaders, shader_count, shaders[shader_count - 1]->info.stage, info,
&options, false, keep_shader_info, binary_out);
}
struct radv_shader_variant *
radv_create_gs_copy_shader(struct radv_device *device,
struct nir_shader *shader,
struct radv_shader_info *info,
struct radv_shader_binary **binary_out,
bool keep_shader_info,
bool multiview)
@ -1163,7 +1165,7 @@ radv_create_gs_copy_shader(struct radv_device *device,
options.key.has_multiview_view_index = multiview;
return shader_variant_compile(device, NULL, &shader, 1, MESA_SHADER_VERTEX,
&options, true, keep_shader_info, binary_out);
info, &options, true, keep_shader_info, binary_out);
}
void

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@ -387,11 +387,13 @@ radv_shader_variant_compile(struct radv_device *device,
int shader_count,
struct radv_pipeline_layout *layout,
const struct radv_shader_variant_key *key,
struct radv_shader_info *info,
bool keep_shader_info,
struct radv_shader_binary **binary_out);
struct radv_shader_variant *
radv_create_gs_copy_shader(struct radv_device *device, struct nir_shader *nir,
struct radv_shader_info *info,
struct radv_shader_binary **binary_out,
bool multiview, bool keep_shader_info);