/* * Copyright © 2016 Bas Nieuwenhuizen * * 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 "ac_nir.h" bool ac_nir_lower_indirect_derefs(nir_shader *shader, enum chip_class chip_class) { bool progress = false; /* Lower large variables to scratch first so that we won't bloat the * shader by generating large if ladders for them. We later lower * scratch to alloca's, assuming LLVM won't generate VGPR indexing. */ NIR_PASS(progress, shader, nir_lower_vars_to_scratch, nir_var_function_temp, 256, glsl_get_natural_size_align_bytes); /* LLVM doesn't support VGPR indexing on GFX9. */ bool llvm_has_working_vgpr_indexing = chip_class != GFX9; /* TODO: Indirect indexing of GS inputs is unimplemented. * * TCS and TES load inputs directly from LDS or offchip memory, so * indirect indexing is trivial. */ nir_variable_mode indirect_mask = 0; if (shader->info.stage == MESA_SHADER_GEOMETRY || (shader->info.stage != MESA_SHADER_TESS_CTRL && shader->info.stage != MESA_SHADER_TESS_EVAL && !llvm_has_working_vgpr_indexing)) { indirect_mask |= nir_var_shader_in; } if (!llvm_has_working_vgpr_indexing && shader->info.stage != MESA_SHADER_TESS_CTRL) indirect_mask |= nir_var_shader_out; /* TODO: We shouldn't need to do this, however LLVM isn't currently * smart enough to handle indirects without causing excess spilling * causing the gpu to hang. * * See the following thread for more details of the problem: * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html */ indirect_mask |= nir_var_function_temp; progress |= nir_lower_indirect_derefs(shader, indirect_mask, UINT32_MAX); return progress; }