From: Kenneth Graunke Date: Thu, 11 Apr 2019 19:28:48 +0000 (-0700) Subject: st/nir: Re-vectorize shader IO X-Git-Tag: upstream/19.3.0~6066 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=c31b4420e7812e144d9d7601c037e3225000b24c;p=platform%2Fupstream%2Fmesa.git st/nir: Re-vectorize shader IO We scalarize IO to enable further optimizations, such as propagating constant components across shaders, eliminating dead components, and so on. This patch attempts to re-vectorize those operations after the varying optimizations are done. Intel GPUs are a scalar architecture, but IO operations work on whole vec4's at a time, so we'd prefer to have a single IO load per vector rather than 4 scalar IO loads. This re-vectorization can help a lot. Broadcom GPUs, however, really do want scalar IO. radeonsi may want this, or may want to leave it to LLVM. So, we make a new flag in the NIR compiler options struct, and key it off of that, allowing drivers to pick. (It's a bit awkward because we have per-stage settings, but this is about IO between two stages...but I expect drivers to globally prefer one way or the other. We can adjust later if needed.) Reviewed-by: Marek Olšák --- diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h index 15323f9..d55b356 100644 --- a/src/compiler/nir/nir.h +++ b/src/compiler/nir/nir.h @@ -2350,6 +2350,12 @@ typedef struct nir_shader_compiler_options { bool lower_add_sat; /** + * Should IO be re-vectorized? Some scalar ISAs still operate on vec4's + * for IO purposes and would prefer loads/stores be vectorized. + */ + bool vectorize_io; + + /** * Should nir_lower_io() create load_interpolated_input intrinsics? * * If not, it generates regular load_input intrinsics and interpolation diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index a87284e..11fc03b 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -655,6 +655,28 @@ st_nir_get_mesa_program(struct gl_context *ctx, } static void +st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer) +{ + NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out); + NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out); + NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in); + + if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) { + /* Calling lower_io_to_vector creates output variable writes with + * write-masks. We only support these for TCS outputs, so for other + * stages, we need to call nir_lower_io_to_temporaries to get rid of + * them. This, in turn, creates temporary variables and extra + * copy_deref intrinsics that we need to clean up. + */ + NIR_PASS_V(producer, nir_lower_io_to_temporaries, + nir_shader_get_entrypoint(producer), true, false); + NIR_PASS_V(producer, nir_lower_global_vars_to_local); + NIR_PASS_V(producer, nir_split_var_copies); + NIR_PASS_V(producer, nir_lower_var_copies); + } +} + +static void st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar) { if (scalar) { @@ -844,6 +866,9 @@ st_link_nir(struct gl_context *ctx, prev_shader->sh.LinkedTransformFeedback->NumVarying > 0)) nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir, nir, ctx->API != API_OPENGL_COMPAT); + + if (ctx->Const.ShaderCompilerOptions[i].NirOptions->vectorize_io) + st_nir_vectorize_io(prev_shader->nir, nir); } prev = i; }