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/*
* Copyright © 2019 Red Hat
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "ir3_nir.h"
#include "compiler/nir/nir_builder.h"
/**
* This pass moves varying fetches (and the instructions they depend on
* into the start block.
*
* We need to set the (ei) "end input" flag on the last varying fetch.
* And we want to ensure that all threads execute the instruction that
* sets (ei). The easiest way to ensure this is to move all varying
* fetches into the start block. Which is something we used to get for
* free by using lower_all_io_to_temps=true.
*
* This may come at the cost of additional register usage. OTOH setting
* the (ei) flag earlier probably frees up more VS to run.
*/
typedef struct {
nir_shader *shader;
nir_block *start_block;
} state;
static void move_instruction_to_start_block(state *state, nir_instr *instr);
static bool
move_src(nir_src *src, void *state)
{
/* At this point we shouldn't have any non-ssa src: */
debug_assert(src->is_ssa);
move_instruction_to_start_block(state, src->ssa->parent_instr);
return true;
}
static void
move_instruction_to_start_block(state *state, nir_instr *instr)
{
/* nothing to do if the instruction is already in the start block */
if (instr->block == state->start_block)
return;
/* first move (recursively) all src's to ensure they appear before
* load*_input that we are trying to move:
*/
nir_foreach_src(instr, move_src, state);
/* and then move the instruction itself:
*/
exec_node_remove(&instr->node);
exec_list_push_tail(&state->start_block->instr_list, &instr->node);
instr->block = state->start_block;
}
static bool
move_varying_inputs_block(state *state, nir_block *block)
{
bool progress = false;
nir_foreach_instr_safe (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_interpolated_input:
case nir_intrinsic_load_input:
/* TODO any others to handle? */
break;
default:
continue;
}
debug_assert(intr->dest.is_ssa);
move_instruction_to_start_block(state, instr);
progress = true;
}
return progress;
}
bool
ir3_nir_move_varying_inputs(nir_shader *shader)
{
bool progress = false;
debug_assert(shader->info.stage == MESA_SHADER_FRAGMENT);
nir_foreach_function (function, shader) {
state state;
if (!function->impl)
continue;
state.shader = shader;
state.start_block = nir_start_block(function->impl);
bool progress = false;
nir_foreach_block (block, function->impl) {
/* don't need to move anything that is already in the first block */
if (block == state.start_block)
continue;
progress |= move_varying_inputs_block(&state, block);
}
if (progress) {
nir_metadata_preserve(function->impl,
nir_metadata_block_index | nir_metadata_dominance);
}
}
return progress;
}