}
}
-static void interp_fs_input(struct radv_shader_context *ctx,
- unsigned attr,
- LLVMValueRef interp_param,
- LLVMValueRef prim_mask,
- bool float16,
- LLVMValueRef result[4])
-{
- LLVMValueRef attr_number;
- unsigned chan;
- LLVMValueRef i, j;
- bool interp = !LLVMIsUndef(interp_param);
-
- attr_number = LLVMConstInt(ctx->ac.i32, attr, false);
-
- /* fs.constant returns the param from the middle vertex, so it's not
- * really useful for flat shading. It's meant to be used for custom
- * interpolation (but the intrinsic can't fetch from the other two
- * vertices).
- *
- * Luckily, it doesn't matter, because we rely on the FLAT_SHADE state
- * to do the right thing. The only reason we use fs.constant is that
- * fs.interp cannot be used on integers, because they can be equal
- * to NaN.
- */
- if (interp) {
- interp_param = LLVMBuildBitCast(ctx->ac.builder, interp_param,
- ctx->ac.v2f32, "");
-
- i = LLVMBuildExtractElement(ctx->ac.builder, interp_param,
- ctx->ac.i32_0, "");
- j = LLVMBuildExtractElement(ctx->ac.builder, interp_param,
- ctx->ac.i32_1, "");
- }
-
- for (chan = 0; chan < 4; chan++) {
- LLVMValueRef llvm_chan = LLVMConstInt(ctx->ac.i32, chan, false);
-
- if (interp && float16) {
- result[chan] = ac_build_fs_interp_f16(&ctx->ac,
- llvm_chan,
- attr_number,
- prim_mask, i, j);
- } else if (interp) {
- result[chan] = ac_build_fs_interp(&ctx->ac,
- llvm_chan,
- attr_number,
- prim_mask, i, j);
- } else {
- result[chan] = ac_build_fs_interp_mov(&ctx->ac,
- LLVMConstInt(ctx->ac.i32, 2, false),
- llvm_chan,
- attr_number,
- prim_mask);
- result[chan] = LLVMBuildBitCast(ctx->ac.builder, result[chan], ctx->ac.i32, "");
- result[chan] = LLVMBuildTruncOrBitCast(ctx->ac.builder, result[chan], float16 ? ctx->ac.i16 : ctx->ac.i32, "");
- }
- }
-}
-
-static void mark_16bit_fs_input(struct radv_shader_context *ctx,
- const struct glsl_type *type,
- int location)
-{
- if (glsl_type_is_scalar(type) || glsl_type_is_vector(type) || glsl_type_is_matrix(type)) {
- unsigned attrib_count = glsl_count_attribute_slots(type, false);
- if (glsl_type_is_16bit(type)) {
- ctx->float16_shaded_mask |= ((1ull << attrib_count) - 1) << location;
- }
- } else if (glsl_type_is_array(type)) {
- unsigned stride = glsl_count_attribute_slots(glsl_get_array_element(type), false);
- for (unsigned i = 0; i < glsl_get_length(type); ++i) {
- mark_16bit_fs_input(ctx, glsl_get_array_element(type), location + i * stride);
- }
- } else {
- assert(glsl_type_is_struct_or_ifc(type));
- for (unsigned i = 0; i < glsl_get_length(type); i++) {
- mark_16bit_fs_input(ctx, glsl_get_struct_field(type, i), location);
- location += glsl_count_attribute_slots(glsl_get_struct_field(type, i), false);
- }
- }
-}
-
-static void
-handle_fs_input_decl(struct radv_shader_context *ctx,
- struct nir_variable *variable)
-{
- int idx = variable->data.location;
- unsigned attrib_count = glsl_count_attribute_slots(variable->type, false);
- LLVMValueRef interp = NULL;
- uint64_t mask;
-
- variable->data.driver_location = idx * 4;
-
-
- if (variable->data.compact) {
- unsigned component_count = variable->data.location_frac +
- glsl_get_length(variable->type);
- attrib_count = (component_count + 3) / 4;
- } else
- mark_16bit_fs_input(ctx, variable->type, idx);
-
- mask = ((1ull << attrib_count) - 1) << variable->data.location;
-
- if (glsl_get_base_type(glsl_without_array(variable->type)) == GLSL_TYPE_FLOAT ||
- glsl_get_base_type(glsl_without_array(variable->type)) == GLSL_TYPE_FLOAT16 ||
- glsl_get_base_type(glsl_without_array(variable->type)) == GLSL_TYPE_STRUCT) {
- unsigned interp_type;
- if (variable->data.sample)
- interp_type = INTERP_SAMPLE;
- else if (variable->data.centroid)
- interp_type = INTERP_CENTROID;
- else
- interp_type = INTERP_CENTER;
-
- interp = lookup_interp_param(&ctx->abi, variable->data.interpolation, interp_type);
- }
- if (interp == NULL)
- interp = LLVMGetUndef(ctx->ac.i32);
-
- for (unsigned i = 0; i < attrib_count; ++i)
- ctx->inputs[ac_llvm_reg_index_soa(idx + i, 0)] = interp;
-
- ctx->input_mask |= mask;
-}
-
static void
handle_vs_inputs(struct radv_shader_context *ctx,
struct nir_shader *nir) {
}
static void
-handle_fs_inputs(struct radv_shader_context *ctx,
- struct nir_shader *nir)
-{
- prepare_interp_optimize(ctx, nir);
-
- nir_foreach_variable(variable, &nir->inputs)
- handle_fs_input_decl(ctx, variable);
-
- unsigned index = 0;
-
- if (ctx->shader_info->info.needs_multiview_view_index ||
- ctx->shader_info->info.ps.layer_input) {
- ctx->input_mask |= 1ull << VARYING_SLOT_LAYER;
- ctx->inputs[ac_llvm_reg_index_soa(VARYING_SLOT_LAYER, 0)] = LLVMGetUndef(ctx->ac.i32);
- }
-
- for (unsigned i = 0; i < RADEON_LLVM_MAX_INPUTS; ++i) {
- LLVMValueRef interp_param;
- LLVMValueRef *inputs = ctx->inputs +ac_llvm_reg_index_soa(i, 0);
-
- if (!(ctx->input_mask & (1ull << i)))
- continue;
-
- if (i >= VARYING_SLOT_VAR0 || i == VARYING_SLOT_PNTC ||
- i == VARYING_SLOT_PRIMITIVE_ID || i == VARYING_SLOT_LAYER) {
- interp_param = *inputs;
- bool float16 = (ctx->float16_shaded_mask >> i) & 1;
- interp_fs_input(ctx, index, interp_param, ctx->abi.prim_mask, float16,
- inputs);
-
- if (LLVMIsUndef(interp_param))
- ctx->shader_info->fs.flat_shaded_mask |= 1u << index;
- if (float16)
- ctx->shader_info->fs.float16_shaded_mask |= 1u << index;
- if (i >= VARYING_SLOT_VAR0)
- ctx->abi.fs_input_attr_indices[i - VARYING_SLOT_VAR0] = index;
- ++index;
- } else if (i == VARYING_SLOT_CLIP_DIST0) {
- int length = ctx->shader_info->info.ps.num_input_clips_culls;
-
- for (unsigned j = 0; j < length; j += 4) {
- inputs = ctx->inputs + ac_llvm_reg_index_soa(i, j);
-
- interp_param = *inputs;
- interp_fs_input(ctx, index, interp_param,
- ctx->abi.prim_mask, false, inputs);
- ++index;
- }
- }
- }
- ctx->shader_info->fs.num_interp = index;
- ctx->shader_info->fs.input_mask = ctx->input_mask >> VARYING_SLOT_VAR0;
-
- if (ctx->shader_info->info.needs_multiview_view_index)
- ctx->abi.view_index = ctx->inputs[ac_llvm_reg_index_soa(VARYING_SLOT_LAYER, 0)];
-}
-
-static void
scan_shader_output_decl(struct radv_shader_context *ctx,
struct nir_variable *variable,
struct nir_shader *shader,
ctx.ac.builder = ac_create_builder(ctx.context, float_mode);
- memset(shader_info, 0, sizeof(*shader_info));
-
radv_nir_shader_info_init(&shader_info->info);
for(int i = 0; i < shader_count; ++i)
}
if (shaders[i]->info.stage == MESA_SHADER_FRAGMENT)
- handle_fs_inputs(&ctx, shaders[i]);
+ prepare_interp_optimize(&ctx, shaders[i]);
else if(shaders[i]->info.stage == MESA_SHADER_VERTEX)
handle_vs_inputs(&ctx, shaders[i]);
else if(shader_count >= 2 && shaders[i]->info.stage == MESA_SHADER_GEOMETRY)
.lower_fpow = true,
.lower_mul_2x32_64 = true,
.lower_rotate = true,
- .max_unroll_iterations = 32
+ .max_unroll_iterations = 32,
+ .use_interpolated_input_intrinsics = true,
};
VkResult radv_CreateShaderModule(
nir_lower_vars_to_ssa(nir);
if (nir->info.stage == MESA_SHADER_VERTEX ||
- nir->info.stage == MESA_SHADER_GEOMETRY) {
+ nir->info.stage == MESA_SHADER_GEOMETRY ||
+ nir->info.stage == MESA_SHADER_FRAGMENT) {
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir), true, true);
- } else if (nir->info.stage == MESA_SHADER_TESS_EVAL||
- nir->info.stage == MESA_SHADER_FRAGMENT) {
+ } else if (nir->info.stage == MESA_SHADER_TESS_EVAL) {
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir), true, false);
}
return nir;
}
+static void mark_16bit_fs_input(struct radv_shader_variant_info *shader_info,
+ const struct glsl_type *type,
+ int location)
+{
+ if (glsl_type_is_scalar(type) || glsl_type_is_vector(type) || glsl_type_is_matrix(type)) {
+ unsigned attrib_count = glsl_count_attribute_slots(type, false);
+ if (glsl_type_is_16bit(type)) {
+ shader_info->fs.float16_shaded_mask |= ((1ull << attrib_count) - 1) << location;
+ }
+ } else if (glsl_type_is_array(type)) {
+ unsigned stride = glsl_count_attribute_slots(glsl_get_array_element(type), false);
+ for (unsigned i = 0; i < glsl_get_length(type); ++i) {
+ mark_16bit_fs_input(shader_info, glsl_get_array_element(type), location + i * stride);
+ }
+ } else {
+ assert(glsl_type_is_struct_or_ifc(type));
+ for (unsigned i = 0; i < glsl_get_length(type); i++) {
+ mark_16bit_fs_input(shader_info, glsl_get_struct_field(type, i), location);
+ location += glsl_count_attribute_slots(glsl_get_struct_field(type, i), false);
+ }
+ }
+}
+
+static void
+handle_fs_input_decl(struct radv_shader_variant_info *shader_info,
+ struct nir_variable *variable)
+{
+ unsigned attrib_count = glsl_count_attribute_slots(variable->type, false);
+
+ if (variable->data.compact) {
+ unsigned component_count = variable->data.location_frac +
+ glsl_get_length(variable->type);
+ attrib_count = (component_count + 3) / 4;
+ } else {
+ mark_16bit_fs_input(shader_info, variable->type,
+ variable->data.driver_location);
+ }
+
+ uint64_t mask = ((1ull << attrib_count) - 1);
+
+ if (variable->data.interpolation == INTERP_MODE_FLAT)
+ shader_info->fs.flat_shaded_mask |= mask << variable->data.driver_location;
+
+ if (variable->data.location >= VARYING_SLOT_VAR0)
+ shader_info->fs.input_mask |= mask << (variable->data.location - VARYING_SLOT_VAR0);
+}
+
+static int
+type_size_vec4(const struct glsl_type *type, bool bindless)
+{
+ return glsl_count_attribute_slots(type, false);
+}
+
+static nir_variable *
+find_layer_in_var(nir_shader *nir)
+{
+ nir_foreach_variable(var, &nir->inputs) {
+ if (var->data.location == VARYING_SLOT_LAYER) {
+ return var;
+ }
+ }
+
+ nir_variable *var =
+ nir_variable_create(nir, nir_var_shader_in, glsl_int_type(), "layer id");
+ var->data.location = VARYING_SLOT_LAYER;
+ var->data.interpolation = INTERP_MODE_FLAT;
+ return var;
+}
+
+/* We use layered rendering to implement multiview, which means we need to map
+ * view_index to gl_Layer. The attachment lowering also uses needs to know the
+ * layer so that it can sample from the correct layer. The code generates a
+ * load from the layer_id sysval, but since we don't have a way to get at this
+ * information from the fragment shader, we also need to lower this to the
+ * gl_Layer varying. This pass lowers both to a varying load from the LAYER
+ * slot, before lowering io, so that nir_assign_var_locations() will give the
+ * LAYER varying the correct driver_location.
+ */
+
+static bool
+lower_view_index(nir_shader *nir)
+{
+ bool progress = false;
+ nir_function_impl *entry = nir_shader_get_entrypoint(nir);
+ nir_builder b;
+ nir_builder_init(&b, entry);
+
+ nir_variable *layer = NULL;
+ nir_foreach_block(block, entry) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
+ if (load->intrinsic != nir_intrinsic_load_view_index &&
+ load->intrinsic != nir_intrinsic_load_layer_id)
+ continue;
+
+ if (!layer)
+ layer = find_layer_in_var(nir);
+
+ b.cursor = nir_before_instr(instr);
+ nir_ssa_def *def = nir_load_var(&b, layer);
+ nir_ssa_def_rewrite_uses(&load->dest.ssa,
+ nir_src_for_ssa(def));
+
+ nir_instr_remove(instr);
+ progress = true;
+ }
+ }
+
+ return progress;
+}
+
+/* Gather information needed to setup the vs<->ps linking registers in
+ * radv_pipeline_generate_ps_inputs().
+ */
+
+static void
+handle_fs_inputs(nir_shader *nir, struct radv_shader_variant_info *shader_info)
+{
+ shader_info->fs.num_interp = nir->num_inputs;
+
+ nir_foreach_variable(variable, &nir->inputs)
+ handle_fs_input_decl(shader_info, variable);
+}
+
+static void
+lower_fs_io(nir_shader *nir, struct radv_shader_variant_info *shader_info)
+{
+ NIR_PASS_V(nir, lower_view_index);
+ nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs,
+ MESA_SHADER_FRAGMENT);
+
+ handle_fs_inputs(nir, shader_info);
+
+ NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0);
+
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
+
+ NIR_PASS_V(nir, nir_io_add_const_offset_to_base, nir_var_shader_in);
+ radv_optimize_nir(nir, false, false);
+}
+
+
void *
radv_alloc_shader_memory(struct radv_device *device,
struct radv_shader_variant *shader)
struct radv_shader_variant_info variant_info = {0};
bool thread_compiler;
+ if (shaders[0]->info.stage == MESA_SHADER_FRAGMENT)
+ lower_fs_io(shaders[0], &variant_info);
+
options->family = chip_family;
options->chip_class = device->physical_device->rad_info.chip_class;
options->dump_shader = radv_can_dump_shader(device, module, gs_copy_shader);