1/* 2 * Copyright © 2016 Bas Nieuwenhuizen 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include "ac_nir.h" 25 26bool 27ac_nir_lower_indirect_derefs(nir_shader *shader, 28 enum chip_class chip_class) 29{ 30 bool progress = false; 31 32 /* Lower large variables to scratch first so that we won't bloat the 33 * shader by generating large if ladders for them. We later lower 34 * scratch to alloca's, assuming LLVM won't generate VGPR indexing. 35 */ 36 NIR_PASS(progress, shader, nir_lower_vars_to_scratch, nir_var_function_temp, 256, 37 glsl_get_natural_size_align_bytes); 38 39 /* LLVM doesn't support VGPR indexing on GFX9. */ 40 bool llvm_has_working_vgpr_indexing = chip_class != GFX9; 41 42 /* TODO: Indirect indexing of GS inputs is unimplemented. 43 * 44 * TCS and TES load inputs directly from LDS or offchip memory, so 45 * indirect indexing is trivial. 46 */ 47 nir_variable_mode indirect_mask = 0; 48 if (shader->info.stage == MESA_SHADER_GEOMETRY || 49 (shader->info.stage != MESA_SHADER_TESS_CTRL && shader->info.stage != MESA_SHADER_TESS_EVAL && 50 !llvm_has_working_vgpr_indexing)) { 51 indirect_mask |= nir_var_shader_in; 52 } 53 if (!llvm_has_working_vgpr_indexing && shader->info.stage != MESA_SHADER_TESS_CTRL) 54 indirect_mask |= nir_var_shader_out; 55 56 /* TODO: We shouldn't need to do this, however LLVM isn't currently 57 * smart enough to handle indirects without causing excess spilling 58 * causing the gpu to hang. 59 * 60 * See the following thread for more details of the problem: 61 * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html 62 */ 63 indirect_mask |= nir_var_function_temp; 64 65 progress |= nir_lower_indirect_derefs(shader, indirect_mask, UINT32_MAX); 66 return progress; 67} 68