On 19/10/17 19:43, Samuel Pitoiset wrote:


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 <[email protected]>
---
  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.

This is an llvm limitation rather than a chip limitation if it makes any difference.


For now, patch 1 is:

Reviewed-by: Samuel Pitoiset <[email protected]>

+
+    /* 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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