On 10/19/2017 12:27 AM, Timothy Arceri wrote:
It looks the original indirect mask was probably copied from
ANV.

Sascha Willems demo results:

tessellation ~4000 -> ~4200 fps

V2: continue lowering local indirect due to llvm deficiencies.

Cc: Alex Smith <asm...@feralinteractive.com>
---
  src/amd/vulkan/radv_shader.c | 27 ++++++++++++++++++++++++++-
  1 file changed, 26 insertions(+), 1 deletion(-)

diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
index 055787a705..faba0c50e9 100644
--- a/src/amd/vulkan/radv_shader.c
+++ b/src/amd/vulkan/radv_shader.c
@@ -238,22 +238,47 @@ radv_shader_compile_to_nir(struct radv_device *device,
                NIR_PASS_V(nir, nir_lower_constant_initializers, ~0);
                NIR_PASS_V(nir, nir_lower_system_values);
                NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
        }
/* Vulkan uses the separate-shader linking model */
        nir->info.separate_shader = true;
nir_shader_gather_info(nir, entry_point->impl); + /* While it would be nice not to have this flag, we are constrained
+        * by the reality that LLVM 5.0 doesn't have working VGPR indexing
+        * on GFX9.
+        */
+       bool llvm_has_working_vgpr_indexing =
+               device->physical_device->rad_info.chip_class <= VI;

I would prefer to see a boolean in radv_device instead. That way, all chip-dependent capabilities are defined and grouped there.

For now, patch 1 is:

Reviewed-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>

+
+       /* 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;
-       indirect_mask |= nir_var_shader_in;
+       if (nir->stage == MESA_SHADER_GEOMETRY ||
+           (nir->stage != MESA_SHADER_TESS_CTRL &&
+            nir->stage != MESA_SHADER_TESS_EVAL &&
+            !llvm_has_working_vgpr_indexing)) {
+               indirect_mask |= nir_var_shader_in;
+       }
+
+       /* 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_local;
nir_lower_indirect_derefs(nir, indirect_mask); static const nir_lower_tex_options tex_options = {
          .lower_txp = ~0,
        };
nir_lower_tex(nir, &tex_options);
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