On 10/19/2017 11:03 AM, Timothy Arceri wrote:
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.
Yeah, limitation or capability whatever :).
Feel free to change it (or not), but I think it's better.
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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