radeonsi: use a trick to extract and pack edgeflags using fewer instructions
This removes 4 instructions from the prim export packing. Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12343>
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@ -4627,13 +4627,11 @@ LLVMValueRef ac_pack_prim_export(struct ac_llvm_context *ctx, const struct ac_ng
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LLVMBuilderRef builder = ctx->builder;
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LLVMValueRef tmp = LLVMBuildZExt(builder, prim->isnull, ctx->i32, "");
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LLVMValueRef result = LLVMBuildShl(builder, tmp, LLVMConstInt(ctx->i32, 31, false), "");
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result = LLVMBuildOr(ctx->builder, result, prim->edgeflags, "");
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for (unsigned i = 0; i < prim->num_vertices; ++i) {
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tmp = LLVMBuildShl(builder, prim->index[i], LLVMConstInt(ctx->i32, 10 * i, false), "");
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result = LLVMBuildOr(builder, result, tmp, "");
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tmp = LLVMBuildZExt(builder, prim->edgeflag[i], ctx->i32, "");
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tmp = LLVMBuildShl(builder, tmp, LLVMConstInt(ctx->i32, 10 * i + 9, false), "");
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result = LLVMBuildOr(builder, result, tmp, "");
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}
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return result;
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}
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@ -581,7 +581,7 @@ struct ac_ngg_prim {
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unsigned num_vertices;
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LLVMValueRef isnull;
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LLVMValueRef index[3];
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LLVMValueRef edgeflag[3];
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LLVMValueRef edgeflags;
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LLVMValueRef passthrough;
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};
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@ -1654,13 +1654,8 @@ handle_ngg_outputs_post_2(struct radv_shader_context *ctx)
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} else {
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prim.num_vertices = num_vertices;
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prim.isnull = ctx->ac.i1false;
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prim.edgeflags = ac_pack_edgeflags_for_export(&ctx->ac, &ctx->args->ac);
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memcpy(prim.index, vtxindex, sizeof(vtxindex[0]) * 3);
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for (unsigned i = 0; i < num_vertices; ++i) {
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tmp = LLVMBuildLShr(builder, ac_get_arg(&ctx->ac, ctx->args->ac.gs_invocation_id),
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LLVMConstInt(ctx->ac.i32, 8 + i, false), "");
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prim.edgeflag[i] = LLVMBuildTrunc(builder, tmp, ctx->ac.i1, "");
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}
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}
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ac_build_export_prim(&ctx->ac, &prim);
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@ -1926,11 +1921,11 @@ gfx10_ngg_gs_emit_epilogue_2(struct radv_shader_context *ctx)
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tmp = ngg_gs_vertex_ptr(ctx, tid);
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flags = LLVMBuildLoad(builder, ngg_gs_get_emit_primflag_ptr(ctx, tmp, 0), "");
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prim.isnull = LLVMBuildNot(builder, LLVMBuildTrunc(builder, flags, ctx->ac.i1, ""), "");
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prim.edgeflags = ctx->ac.i32_0;
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for (unsigned i = 0; i < verts_per_prim; ++i) {
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prim.index[i] = LLVMBuildSub(builder, vertlive_scan.result_exclusive,
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LLVMConstInt(ctx->ac.i32, verts_per_prim - i - 1, false), "");
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prim.edgeflag[i] = ctx->ac.i1false;
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}
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/* Geometry shaders output triangle strips, but NGG expects triangles. */
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@ -70,17 +70,6 @@ static LLVMValueRef ngg_get_query_buf(struct si_shader_context *ctx)
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LLVMConstInt(ctx->ac.i32, GFX10_GS_QUERY_BUF, false));
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}
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static LLVMValueRef ngg_get_initial_edgeflag(struct si_shader_context *ctx, unsigned index)
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{
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if (ctx->stage == MESA_SHADER_VERTEX) {
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LLVMValueRef tmp;
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tmp = LLVMBuildLShr(ctx->ac.builder, ac_get_arg(&ctx->ac, ctx->args.gs_invocation_id),
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LLVMConstInt(ctx->ac.i32, 8 + index, false), "");
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return LLVMBuildTrunc(ctx->ac.builder, tmp, ctx->ac.i1, "");
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}
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return ctx->ac.i1false;
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}
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/**
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* Return the number of vertices as a constant in \p num_vertices,
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* and return a more precise value as LLVMValueRef from the function.
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@ -190,19 +179,23 @@ void gfx10_ngg_build_export_prim(struct si_shader_context *ctx, LLVMValueRef use
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ngg_get_vertices_per_prim(ctx, &prim.num_vertices);
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prim.isnull = ctx->ac.i1false;
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prim.edgeflags = ac_pack_edgeflags_for_export(&ctx->ac, &ctx->args);
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for (unsigned i = 0; i < 3; ++i)
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prim.index[i] = si_unpack_param(ctx, ctx->args.gs_vtx_offset[i / 2], (i & 1) * 16, 16);
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for (unsigned i = 0; i < prim.num_vertices; ++i) {
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prim.edgeflag[i] = ngg_get_initial_edgeflag(ctx, i);
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if (ctx->shader->selector->info.writes_edgeflag) {
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LLVMValueRef edgeflags = ctx->ac.i32_0;
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if (ctx->shader->selector->info.writes_edgeflag) {
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for (unsigned i = 0; i < prim.num_vertices; ++i) {
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LLVMValueRef edge;
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edge = LLVMBuildLoad(ctx->ac.builder, user_edgeflags[i], "");
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edge = LLVMBuildAnd(ctx->ac.builder, prim.edgeflag[i], edge, "");
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prim.edgeflag[i] = edge;
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edge = LLVMBuildZExt(ctx->ac.builder, edge, ctx->ac.i32, "");
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edge = LLVMBuildShl(ctx->ac.builder, edge, LLVMConstInt(ctx->ac.i32, 9 + i*10, 0), "");
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edgeflags = LLVMBuildOr(ctx->ac.builder, edgeflags, edge, "");
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}
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prim.edgeflags = LLVMBuildAnd(ctx->ac.builder, prim.edgeflags, edgeflags, "");
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}
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ac_build_export_prim(&ctx->ac, &prim);
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@ -1159,12 +1152,12 @@ void gfx10_emit_ngg_culling_epilogue(struct ac_shader_abi *abi)
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struct ac_ngg_prim prim = {};
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prim.num_vertices = 3;
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prim.isnull = ctx->ac.i1false;
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prim.edgeflags = ac_pack_edgeflags_for_export(&ctx->ac, &ctx->args);
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for (unsigned vtx = 0; vtx < 3; vtx++) {
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prim.index[vtx] = LLVMBuildLoad(
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builder, si_build_gep_i8(ctx, gs_vtxptr[vtx], lds_byte1_new_thread_id), "");
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prim.index[vtx] = LLVMBuildZExt(builder, prim.index[vtx], ctx->ac.i32, "");
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prim.edgeflag[vtx] = ngg_get_initial_edgeflag(ctx, vtx);
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}
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/* Set the new GS input VGPR. */
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@ -1909,11 +1902,11 @@ void gfx10_ngg_gs_emit_epilogue(struct si_shader_context *ctx)
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tmp = ngg_gs_vertex_ptr(ctx, tid);
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flags = LLVMBuildLoad(builder, ngg_gs_get_emit_primflag_ptr(ctx, tmp, 0), "");
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prim.isnull = LLVMBuildNot(builder, LLVMBuildTrunc(builder, flags, ctx->ac.i1, ""), "");
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prim.edgeflags = ctx->ac.i32_0;
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for (unsigned i = 0; i < verts_per_prim; ++i) {
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prim.index[i] = LLVMBuildSub(builder, vertlive_scan.result_exclusive,
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LLVMConstInt(ctx->ac.i32, verts_per_prim - i - 1, false), "");
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prim.edgeflag[i] = ctx->ac.i1false;
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}
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/* Geometry shaders output triangle strips, but NGG expects triangles. */
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