ac/radeonsi: add workgroup_ids to the abi
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -91,7 +91,6 @@ struct nir_to_llvm_context {
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LLVMValueRef push_constants;
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LLVMValueRef view_index;
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LLVMValueRef num_work_groups;
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LLVMValueRef workgroup_ids[3];
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LLVMValueRef local_invocation_ids;
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LLVMValueRef tg_size;
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@ -786,10 +785,10 @@ static void create_function(struct nir_to_llvm_context *ctx,
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}
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for (int i = 0; i < 3; i++) {
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ctx->workgroup_ids[i] = NULL;
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ctx->abi.workgroup_ids[i] = NULL;
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if (ctx->shader_info->info.cs.uses_block_id[i]) {
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add_arg(&args, ARG_SGPR, ctx->ac.i32,
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&ctx->workgroup_ids[i]);
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&ctx->abi.workgroup_ids[i]);
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}
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}
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@ -4299,8 +4298,8 @@ static void visit_intrinsic(struct ac_nir_context *ctx,
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LLVMValueRef values[3];
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for (int i = 0; i < 3; i++) {
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values[i] = ctx->nctx->workgroup_ids[i] ?
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ctx->nctx->workgroup_ids[i] : ctx->ac.i32_0;
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values[i] = ctx->abi->workgroup_ids[i] ?
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ctx->abi->workgroup_ids[i] : ctx->ac.i32_0;
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}
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result = ac_build_gather_values(&ctx->ac, values, 3);
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@ -54,6 +54,7 @@ struct ac_shader_abi {
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LLVMValueRef ancillary;
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LLVMValueRef sample_coverage;
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LLVMValueRef prim_mask;
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LLVMValueRef workgroup_ids[3];
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/* For VS and PS: pre-loaded shader inputs.
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*
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@ -2152,9 +2152,8 @@ void si_load_system_value(struct si_shader_context *ctx,
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for (int i = 0; i < 3; i++) {
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values[i] = ctx->i32_0;
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if (ctx->param_block_id[i] >= 0) {
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values[i] = LLVMGetParam(ctx->main_fn,
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ctx->param_block_id[i]);
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if (ctx->abi.workgroup_ids[i]) {
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values[i] = ctx->abi.workgroup_ids[i];
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}
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}
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value = lp_build_gather_values(&ctx->gallivm, values, 3);
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@ -4882,9 +4881,9 @@ static void create_function(struct si_shader_context *ctx)
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ctx->param_block_size = add_arg(&fninfo, ARG_SGPR, v3i32);
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for (i = 0; i < 3; i++) {
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ctx->param_block_id[i] = -1;
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ctx->abi.workgroup_ids[i] = NULL;
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if (shader->selector->info.uses_block_id[i])
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ctx->param_block_id[i] = add_arg(&fninfo, ARG_SGPR, ctx->i32);
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add_arg_assign(&fninfo, ARG_SGPR, ctx->i32, &ctx->abi.workgroup_ids[i]);
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}
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ctx->param_thread_id = add_arg(&fninfo, ARG_VGPR, v3i32);
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@ -186,7 +186,6 @@ struct si_shader_context {
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/* CS */
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int param_grid_size;
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int param_block_size;
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int param_block_id[3];
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int param_thread_id;
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LLVMTargetMachineRef tm;
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